- Roll an extra Loyalty score (3d6) modified by employer's Charisma for hirelings/henchmen, as indicated in M&M. This determines any bonus or penalty to morale rolls.
- Roll 2d6 reaction for enemy forces encountered, to see their starting morale.
- In combat, use the damage roll as a morale test:
- when an opponent or hireling is injured (individual test;)
- the first time one side takes damage (test for all troops;)
- when one side has been reduced to half, and again when reduced to one third;
- when that damage roll results in the leader's death or incapacity.
- Also make a 1d6 roll when one side witnesses overwhelming power on the opposition's side, such as high level magic;
- For monsters, add the creature's hit die adjustment to their opponent's roll (goblins with 1-1 HD get a -1 to morale test;)
- For individuals, phobias add to the roll (morale more likely to break) and obsessions or passions subtract from the roll (more likely to keep fighting;)
- 5+ means morale breaks (usual result is retreat.) Adjusted roll of 7+ means they panic (flee without defending.)
... now with 35% more arrogance!
Monday, March 26, 2012
Morale House Rules
Another thing I said in a forum thread that I should probably remember (although I think I wrote about it here before as well:
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