Morale (DMG) | - | - | - | Morale (Dragon #107) |
Dungeons & Dragons | - | Dragon magazine | - | The Dragon #6 |
The great appeal of Dungeons & Dragons
role-playing lies in the
uncertainty of any action taken. It is the anticipation of standing
before
a sturdy oaken door in a corridor dimly lit by flickering torches,
preparing
to force it open. It is the uneasiness of finding an artifact
of unknown
purpose and attempting to discover its powers. It is leaping into
combat with a foeman of unknown skill
and ability. And yet the allure
of the game can tarnish in time through
the dullness that can come
from too much familiarity. Thus, in nearly every publication devoted
to D&D, one can find new monsters,
new classes of characters, or
new
magical items, all intended to add to the uncertainty
of play.
As the players advance their characters through levels which reflect
increasing experience, gaining
various magical items to aid them along
the way, they tend to begin taking the monsters they meet for granted.
The DM is required to arrange encounters with more and more powerful
creatures to keep alive the uncertainty of events. It soon becomes
an
escalating cycle of matching the strength of the creature met with
the
increasing strength of the player-characters. In seeking to maintain
the
sense of uncertainty, I have come to rely on the alternative of a system
of morale checks in any combat which occurs during an expedition.
The fact that personal bravery affects ones performance in combat
is utilized in the Boot Hill rules from TSR, and it can be a
useful
addition to D&D play. It adds a further individuality to
the character
created and will greatly affect his actions during moments of stress.
Personal bravery may be found in the same manner as the standard
characteristics, by rolling 3d6. Another factor to consider
is the effect that coming face to face with various creatures will
have on a character. A man may face another man or a wild animal
without flinching, but would run, screaming, from one of the Undead.
This will entail rating each monster for their effect on morale.
The following system of morale checks is based on several factors
which are considered before arriving at a final state during an encounter.
The first is the personal bravery of the character, then the personal
loyalty to the leader and the leader’s
charisma, also the presence of extranormal
individuals in the party. This is weighed against the Monster
Morale Effect (or Fright Factor) to determine whether the character
will stand and fight, hesitate, or run. It restores the element of
uncertainty
to adventuring, for one is never sure of the bravery of his companions
(or himself) until they are tested.
MORALE TABLE
DIE ROLL > | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 0 |
Chart # | - | - | - | - | - | - | - | - | - | - |
-5 or less | B | B | B | b | B | B | B | H | H | H |
-4 | B | B | B | B | B | B | H | H | H | H |
-3 | B | B | B | B | B | H | H | H | H | S |
-2 | B | B | B | B | B | H | H | S | S | S |
-1 | B | B | B | H | H | H | S | S | S | S |
0 | B | B | H | H | S | S | S | S | S | F |
+1 | B | H | S | S | S | S | S | S | F | F |
+2 | H | S | S | S | S | S | S | F | F | F |
+3 | S | S | S | S | S | F | F | F | F | F |
+4 | S | S | S | S | F | F | F | F | F | F |
+5 or more | S | S | S | F | F | F | F | F | F | F |
Definitions: B = Break and Run. Roll Dex.
to see if he takes one round damage.
H = Hesitates. Does not fight . . . check again next melee round,.
S = Stands and Fights. Check again if morale chart #changes.
F = Fights! No further morale check. 10% per round will berserk.
Personal Bravery
Dice Roll | ± |
3 | -4 |
4 | -3 |
5-6 | -2 |
7-8 | -1 |
9-12 | 0 |
13-14 | +1 |
15-16 | +2 |
17 | +3 |
18 | +4 |
Dice Roll | ± |
3 | -4 |
4 | -3 |
5-6 | -2 |
7-8 | -1 |
9-12 | 0 |
13-14 | +1 |
15-16 | +2 |
17 | +3 |
18 | +4 |
3 or less | -4 Morale |
4 | -3 Morale |
5-6 | -2 Morale |
7-8 | -1 Morale |
9-12 | 0 Morale |
13-14 | +1 Morale |
15-16 | +2 Morale |
17 | +3 Morale |
18 | +4 Morale |
19 or more | +5 Morale |
Procedure:
Step #1: Add Bravery ± to Leader’s Charisma ± to Loyalty
±
Step #2: Subtract Monster Morale Effect (Fright Factor) ±
Step #3: Add + 1 each MU or Cleric
in the party.
Step #4: Add + 1 for each Ftr., MU, Cleric of L3 or L4; Add + 2 for
each of L5, L6; Add + 3 for each of L7 or L8.
Step #5: Subtract for each of above on enemy side.
Step #6: Use resulting number for the Chart # and roll 10-side die.
**Note: Each side surprised gives -1 Morale
Morale check after 1st Melee Round (if situation changes as follows).
Add or subtract to or from previous result.
-1 Each comrade that breaks, is disabled or killed.
-2 Each MU or Cleric that breaks, is disabled or killed.
-4 If leader breaks, is disabled, or killed.