“You come across a hobgoblin hunting party. They attack!... (three rounds later)… Ok, the last of the hobgoblins fearlessly throws himself into the whirling blades of your fighter, hoping to score a few hit-points of damage that might carry over into the next encounter.”
Or… not.
When losing any encounter (and Team Monster always loses), there should be a point at which the enemy gives up, runs away, or surrenders. The Morale system is intended to establish that point.
Morale Score
Every group of creatures encountered has a morale score. If that score is negative, then the unit will stop trying to win, and start trying to survive. At various points in the encounter, the group will make a Morale check, which may result in their running away, or might even result in their fighting harder.
Calculating Morale
First, add up all the Base morale modifiers. These indicate the history and current status of the group.
Next, add up all the Circumstance modifiers. These numbers can change during the battle, as various things happen.
If you like to roll a lot, you can make a base morale roll at the beginning of each encounter. Or you can just “take 10,” and assume a starting morale roll of 10.
Checking Morale
When a group is forced to check morale, roll a D20, add all the current modifiers, and compare it to the Morale Condition table.
The most common way to provoke a morale check during combat is by inflicting casualties. Other events can also provoke an immediate morale check, such as the sudden arrival of reinforcements, a nasty surprise, or a successful Intimidate check.
Make morale checks when…
- The group has suffered 25% casualties (dead or incapacitated).
The group has suffered 50% casualties.
The group has suffered 75% casualties.
Dramatic change of circumstance (reinforcements, surprise use of magic, etc.).
Successful Intimidate check (but only once per encounter).
A Leader chooses to Rally his troops (note that each Rally after the first incurs a cumulative -2 to the roll).
A Leader may choose to rally at any time (including before the battle begins, if he didn’t like his original morale score). This is a full-round action, and requires the leader to be plainly visible and audible to the troops being rallied. However, each additional rally attempt for the entire battle is at a cumulative -2 penalty. It is not inconceivable for a leader to exhort his troops so long and so badly that they break and run before the first blow is exchanged.
Applying Morale
The Condition table describes the effects of any given Morale score. For example, a group has to have a morale score of 5 or more before it can use the “Charge” maneuver. Once morale goes negative, it normally ends the encounter.
Morale Condition Table
Condition Score Effect
Inspired +30 (+1 to all rolls) This effect lasts until the next morale check.
Eager +20 May all-out attack.
Firm +15 May charge.
Steady 0 May not charge or all-out attack.
Shaken -1 (-2 to all rolls) Individuals not taking damage will hold their position. Individuals currently taking damage will retreat in orderly fashion if possible. Individuals ordered to advance must pass an additional morale check.
Frightened -5 (-2 to all rolls, -5 to Morale checks) The group flees, breaking formation and moving at full speed away from any danger. If retreat is not possible, they will cower, remaining still and not attacking. If offered surrender in exchange for survival, they will accept.
Panicked -10 (-2 to all rolls) Individuals flee in mindless terror, dropping anything they are carrying. If retreat is not possible, they will surrender without terms. No more morale checks are possible.
Base Morale Modifiers
Pay
½ pay or less -2
Normal 0
Double +1
Booty +2
Booty means that 25% of all loot (including XP) is distributed amongst the troops. It also applies if the attacking creatures can expect to loot or otherwise profit from the death of the PCs.
Training
No training (conscripts) -2
Ordinary soldiers 0
Elite soldiers +1
Class levels +1 per level
Wisdom ability bonus As bonus
Formation
Skirmish +0
Line +1
Phalanx +2
Healing
None -1
Doctors 0
Cure spells +1
Raise Dead +5
Healing bonuses only apply to those troops who are certain to receive them. One doctor (Heal skill: +5) is sufficient to inspire 100 men. A Cleric or Druid can inspire 10 men per level with Cure spells. Normally only Very Important People (like PCs) are certain to be Raised and are thus eligible for this bonus.
Alignment
NE -2
CE -2 on defense, +2 on attack
LE Double penalty or bonus for pay
CG Double CHA penalty or bonus (maximum of +-2)
LG +2
NG +2 on defense, -2 on attack
CN -4 (but don’t care about leader’s alignment)
LN +1 (but don’t care about leader’s alignment)
Different Additional -1 per step away from the Leader’s alignment
Leader attributes
Feats
Leadership +5
Charisma
Popularity CHA CHA modifier (+ or -)
Reputation
Established +1 A noble or established member of the ruling class
Brave +1 Seen on the front lines frequently, STR or CON 14+
Smart +1 Regular drills, advanced planning, INT 14+
Competent +1 Effective discipline, efficient command, WIS 14+
Lucky +1 Has won the last three battles
Mercenary -1 No social connection, troops fight for pay only
Cowardly -1 Rarely exposes self to danger (or STR & CON 10 or less)
Stupid -1 Indifferent to planning or organization (or INT 10 or less)
Negligent -1 Lax or unpredictable discipline (or WIS 10 or less)
Unlucky -1 Has lost the last battle
Apply all appropriate modifiers, not just best or worst one.
Circumstance Morale Modifiers
Casualties
None +0
25% -10
50% -15
75% -20
Odds
Outnumbered -1
Outflanked -2
Out-equipped -3
Outmagicked -4
Hopelessly outclassed -5
Superior numbers +1
Superior magic +1
Only apply the worst negative modifier.
Circumstances
Currently Shaken -2
Currently Frightened -5
Higher-level units are retreating -5
Fortified position Morale bonus equal to the AC bonus
No retreat is possible +5
Defending their homes +5
Apply all appropriate modifiers.