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Post by tombowings on Oct 6, 2012 12:47:42 GMT -6
How do you handle it in OD&D?
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Post by talysman on Oct 6, 2012 13:53:20 GMT -6
In theory: standard 2d6 reaction roll after the monsters takes first damage, half casualties, heavy losses, death of leader, or unexpected display of extreme power. On a "Friendly" result, morale is shaken and the monsters retreat; on "Very Friendly", morale breaks and they flee in a disorganized manner. You can use the Turn Undead table as a guideline instead, if desired; basically, undead do not check morale unless facing a Cleric of great faith, which is how I see the Turn Undead ability.
In practice: I simplify the 2d6 roll to a 1d6 roll so that I can use the last damage roll as a morale roll. ("You did 6 damage? The goblins break and run.")
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Post by cooper on Oct 9, 2012 10:03:55 GMT -6
As described in the rules, I think the implication is simply 2d6 and if the roll his higher than morale the creature attempts to flee or surrender.
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Post by Zenopus on Oct 9, 2012 20:06:26 GMT -6
Chainmail uses a roll low for broken morale/fleeing, roll high for strong morale/continuing to fight (pg 17). For example, Swiss Pikeman have a "Score to Remain" of 5 or better on two dice (5-12). Ways summarized the OD&D in this thread and concluded a high roll indicates continuing to fight. It's the opposite of B/X, where a high roll indicates fleeing. If I understand Talysman, he uses the opposite to make it like Turn Undead. Is there something that makes you interpret it like the B/X version, Cooper?
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Post by talysman on Oct 9, 2012 20:39:31 GMT -6
If you mean I do the opposite of Chainmail, yes. I equate morale, turn undead, and reaction rolls: A "Friendly" reaction (9+) means that they choose not to attack, retreating instead. As I understand it, this is not quite like B/X, which is also roll high, but the target number is not fixed. Either the DM keeps track of morale target scores troop by troop, or there's a morale target listed for a particular monster type.
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