| Post/Author/DateTime | Post |
|---|---|
| #1heathan_v20Feb 11, 2010 19:19:28 | Ever wondered if that goblin should've fled, or if the bandits would surrender? Does that berserking barbarian ever have a fear of death?? Well then this mechanical addition to your 4th Edition campaign will help. First of all the Morale system is simple...its a Save Throw...either you fight or you flee. If the target fails the Saving Throw it is under the Fleeing status. The Fleeing status is fairly simple and we will cover it later. First lets talk about when to make a Morale save.
Now lets talk modifiers to Morale saves.
Now the effects of being under the Fleeing status.
so tell me what you guys think??? Simple enough. |
| #2tequila_sunriseFeb 11, 2010 20:12:08 | I prefer to use DM fiat myself, but I like this system as an effective AI for DMs who want rules for this kind of thing. I'd suggest granting the monsters/NPCs a +2 bonus for every PC who is bloodied and a +4 for every PC who's KOed. |
| #3heathan_v20Feb 12, 2010 9:32:46 | I also use DM fiat, but sometimes is just easier to let the dice roll. I wouldn't say a +4 bonus, after all its a save, but then again, if things are looking good why flee??? However I will avoide the "per blah blah blah" bonuses. Instead it will be a +2 if a PC is Bloodied OR +4 if a PC is Dying/Dead. |
| #4babyjFeb 12, 2010 15:43:35 | Good way to adjudicate the decision to flee by leaving it up to the dice; in other words: a good variant for DMs who don't want to just decide what they do. If this were instituted, it should also be noted that some monsters will be immune to such ideas, and will fight to the death regardless. And some will flee regardless. What about the XP reward for those that just bowed down or ran? half for those that have that keyword? or just hand out 3/4 XP when this is used since there is always that chance they will run or fight? (I saw the other thread on Coward) |
| #5heathan_v20Feb 12, 2010 18:22:10 | Well unlike most DMs I disagree on the aspect that all XP is based on a kill. I say the opponent was defeated, a win is a win. So I'd give full XP. As for the some monster's won't flee, I say if it is immune to fear, it won't flee. However, intelligent creatures do realize that fighting to the bitter end, isn't always a good idea. Also if using the Coward keyword for a monster, I say they always take a -2 or -5 penalty to the save. |
| #6Neutronium_DragonFeb 12, 2010 19:10:03 | > Movement is always and Run and all effects of Run are applicable. This would probably be going too far - if the creature is trying to get out alive then using Run even when it's a bad idea doesn't fit. |
| #7babyjFeb 12, 2010 20:22:59 | if the creature is trying to get out alive then using Run even when it's a bad idea doesn't fit. Well I would probably just rule that it moves until it can reasonably run, and since this is likely to happen to a creature in the midst of a battle with others who are still fighting, then it would in that situation get the chance to get away far enough after the first shift/move action. In the case of the remaining creature(s) running because they are Fleeing, those that cant get away would surrender should the PCs be a step behind it, since they are reasonably scared and know that tucking tail and running (perform a full run action) would mean getting hit in the process (provokes an OppAtk) and might end its life anyway. |
| #8heathan_v20Feb 12, 2010 22:09:11 | Actually think fight or flight. |
| #9KalaniFeb 16, 2010 2:08:37 | While I like your approach, I think it fails to account for the "orderly" retreat option. Personally, I feel that two morale saves should be required. On a first failed morale save in a given encounter, the NPC is Cowed (-2 morale penalty to attack & damage), and will attempt to retreat from combat in an orderly fashion (save ends retreat). Should a Cowed combatant fail a second morale save in the same encounter, they flee. Fleeing combatants cannot Shift or use Attack Powers, and must Run away from the triggering combat (taking double moves where possible). If the fleeing combatant has powers which can expedite their escape (Teleport, Invisible, Insubstantial, Fly, Burrow, etc), they will use them at their first opportunity. You can also give monsters different morale keywords such as the following: Fanatical - Monster never makes morale checks, and will fight to the death. Reckless - Monster gains +2 bonus on morale saves Coward - Monster suffers -2 penalty on morale saves Other than the above, I really like your suggestion and may implement it in order to help simulate the realism of combat, esp. during those times when I am having difficulty RPing the monsters morale for one reason or another. |
| #10heathan_v20Feb 16, 2010 15:45:11 | I like your idea Kalani and I'm glad this helpped I'll work out some ideas for morale and try to incorperate yours. I do however want to have this as simple as possible. Remember Elites and Solos will get +2 or +5 bonuses to their morales. |