Rules: Morale
Posted: Fri Mar 27, 2020 11:37 pm
Okay, let's work through the morale rules. Here are the originals, and some thoughts. Feel free to come up with better ideas, it shouldn't be that difficult.
Morale
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The ability to operate under stress is based on Morale.
The initial Morale score is 1d6.
Modifiers include:
Stat modifier for End
Military Service:
Base roll minimum 4 Morale before End, +1 Per term of service
Combat Arms assignment, minimum 7 Morale before End, +1 Per term of service
Personal combat service members (Infantry, Marines, Commando), +2 per term
Permanent changes to END affect Morale.
Morale
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Morale Check Triggers
Character is surprised.
When the character first takes damage.
The lesser of their End, or 50% of their total hit points.
When at or past 75% total hit points.
Morale Check Results
Each subsequent failed Morale check means an additional -1.
Failure means the individual takes a -1 on all actions, including Morale Checks.
Failures are cumulative.
When a character reaches -4, they will flee, surrender, or are otherwise rendered combat ineffective.
Large groups of unintelligent creatures roll morale as a group.
Modifiers are based on each 25% of the group that has been rendered combat ineffective.
ISSUES and IDEAS
tibbius pointed out the obvious flaw, a person would need 4 failures to flee, and that means they are likely fighting to the death. That's exactly what shouldn't happen. On the other hand, I want brave warriors to be able to choose to remain standing, even when reason and circumstance say they should flee.
Plan B: How about this?
Morale is put in steps, and we stick with Rule 68A. The average person has a Morale of 1-5, and a failed check means they flee. If someone has a 6-7 Morale, they can fail one check, and take a -1 to everything. The second failed check means they flee. With an 8-9 Morale, the character can fail two checks before they flee. At Morale 10+, the character takes the -1, but is never forced to flee.
Actions that raise Morale can "reset the clock" by one Morale failure. This also removes the -1 penalty.
Thoughts?
Morale
======
The ability to operate under stress is based on Morale.
The initial Morale score is 1d6.
Modifiers include:
Stat modifier for End
Military Service:
Base roll minimum 4 Morale before End, +1 Per term of service
Combat Arms assignment, minimum 7 Morale before End, +1 Per term of service
Personal combat service members (Infantry, Marines, Commando), +2 per term
Permanent changes to END affect Morale.
Morale
------
Morale Check Triggers
Character is surprised.
When the character first takes damage.
The lesser of their End, or 50% of their total hit points.
When at or past 75% total hit points.
Morale Check Results
Each subsequent failed Morale check means an additional -1.
Failure means the individual takes a -1 on all actions, including Morale Checks.
Failures are cumulative.
When a character reaches -4, they will flee, surrender, or are otherwise rendered combat ineffective.
Large groups of unintelligent creatures roll morale as a group.
Modifiers are based on each 25% of the group that has been rendered combat ineffective.
ISSUES and IDEAS
tibbius pointed out the obvious flaw, a person would need 4 failures to flee, and that means they are likely fighting to the death. That's exactly what shouldn't happen. On the other hand, I want brave warriors to be able to choose to remain standing, even when reason and circumstance say they should flee.
Plan B: How about this?
Morale is put in steps, and we stick with Rule 68A. The average person has a Morale of 1-5, and a failed check means they flee. If someone has a 6-7 Morale, they can fail one check, and take a -1 to everything. The second failed check means they flee. With an 8-9 Morale, the character can fail two checks before they flee. At Morale 10+, the character takes the -1, but is never forced to flee.
Actions that raise Morale can "reset the clock" by one Morale failure. This also removes the -1 penalty.
Thoughts?