Post by rustic313 on Dec 10, 2020 17:57:12 GMT -6
Quick question/poll. We've had a number of threads on morale over the years but I wanted to really hone in on one specific case. This discussions assumes that (A) you check morale for NPCs/monsters and (B) one of the triggers is some sort of level of losses.
Men and magic states:
Chainmail tells us:
The table in Chainmail then shows light troops checking at 1/4 losses (and automatically breaking at 1/2 losses, presumably), various heavy/elite troops checking at 1/2 losses (and never autobreaking -- fight to the last!), and the remainder checking at 1/3 then autobreaking at 2/3 losses.
For D&D purposes, do we need the gradations of checking at 1/4, 1/3, and 1/2, or do you just we can just check at 1/3 losses all the time? My "as written" rules guide say to use the gradations but in practice its fairly fiddly and I'm thinking of simplifying to the "check at 1/3, auto-break at 2/3" as a general rule.
Arguments for the gradations:
- Light infantry (which agreeably includes a lot of humanoid fodder, like packs of goblins) are easily scattered. Get jumped by 12 goblins? No big deal -- drop three of them and the rest will probably run.
- Heavy/elite troops have a chance to fight to the bitter end. If they pass that first morale check they will never automatically break. Without the rule for elites checking as late as 1/2 then you can't ever have Spartans who fight to the last -- every force will eventually break at some point.
- If you can't decide what class a monster falls into just call it 1/3 and move on.
Arguments against:
- Its too fiddly to bother with at the man-to-man scale.
- Given the number of types of monsters, armor/troop combinations, etc it is impractical to apply.
- In chainmail, light troops are always quick to check/break. In D&D there's no reason why the lowly torch bearers or light footmen can't be put into a chain mail hauberk by his adventurer patrol. Does doing so transform them from light foot/levies that break at the first sign of trouble? Or does putting on that better armor magically transform them into someone better able to see a few more friends drop before they consider deserting?
Interested in perspectives on this. I think the OD&D verbiage is loose enough to play it either way.
Men and magic states:
Non-player characters and men-at-arms will have to make morale checks
(using the above reaction table or "Chainmail") whenever a highly dangerous or
un-nerving situation arises. Poor morale will mean that those in question will not
perform as expected
(using the above reaction table or "Chainmail") whenever a highly dangerous or
un-nerving situation arises. Poor morale will mean that those in question will not
perform as expected
Chainmail tells us:
Instability Due to Excess Casualties: When casualties from any and all causes
exceed a certain percentage of a unit's original total strength, morale for that
unit must be checked by rolling two dice... If the unit remains stable, it need not
again check morale until such time as it suffers losses to the stated percentage of
its original strength, but at that time it must be removed from the table for the
remainder of the game...
exceed a certain percentage of a unit's original total strength, morale for that
unit must be checked by rolling two dice... If the unit remains stable, it need not
again check morale until such time as it suffers losses to the stated percentage of
its original strength, but at that time it must be removed from the table for the
remainder of the game...
The table in Chainmail then shows light troops checking at 1/4 losses (and automatically breaking at 1/2 losses, presumably), various heavy/elite troops checking at 1/2 losses (and never autobreaking -- fight to the last!), and the remainder checking at 1/3 then autobreaking at 2/3 losses.
For D&D purposes, do we need the gradations of checking at 1/4, 1/3, and 1/2, or do you just we can just check at 1/3 losses all the time? My "as written" rules guide say to use the gradations but in practice its fairly fiddly and I'm thinking of simplifying to the "check at 1/3, auto-break at 2/3" as a general rule.
Arguments for the gradations:
- Light infantry (which agreeably includes a lot of humanoid fodder, like packs of goblins) are easily scattered. Get jumped by 12 goblins? No big deal -- drop three of them and the rest will probably run.
- Heavy/elite troops have a chance to fight to the bitter end. If they pass that first morale check they will never automatically break. Without the rule for elites checking as late as 1/2 then you can't ever have Spartans who fight to the last -- every force will eventually break at some point.
- If you can't decide what class a monster falls into just call it 1/3 and move on.
Arguments against:
- Its too fiddly to bother with at the man-to-man scale.
- Given the number of types of monsters, armor/troop combinations, etc it is impractical to apply.
- In chainmail, light troops are always quick to check/break. In D&D there's no reason why the lowly torch bearers or light footmen can't be put into a chain mail hauberk by his adventurer patrol. Does doing so transform them from light foot/levies that break at the first sign of trouble? Or does putting on that better armor magically transform them into someone better able to see a few more friends drop before they consider deserting?
Interested in perspectives on this. I think the OD&D verbiage is loose enough to play it either way.