09-14-2016, 11:16 AM | #1 |
Join Date: Aug 2004
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Morale house rules?
I'm thinking of jotting down some house rules on morale in combat, particularly to handle groups of NPCs. Gurps has its fine reaction roll mechanic, but I'm thinking of a slightly more substantial framework for when to roll and with what modifiers.
But I don't want to reinvent the wheel! So I'm asking for pointers: have you used a related house rule? Is there a Pyramid article, blog post, or forum thread I should look at?
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09-14-2016, 12:36 PM | #2 |
Join Date: Jul 2008
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Re: Morale house rules?
This doesn't do what you're talking about, but do you know about the rules from Tactical Shooting that cover some very individual tactical morale effects? (p34 and p21)
While they're written for gunfights, they're extensible to other contexts.
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09-14-2016, 01:13 PM | #3 |
Join Date: Oct 2008
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Re: Morale house rules?
I do not have full house rules, I use the Cool Under Fire rules from tactical shooting even for ancient melee combat.
The house rules I have are for triggering fleeing when others do so and for massive casualties making things even harder and the combat veteran bonus being at times higher than the base +1, specially for things like long term mercenaries and such that have seen a lot of combat(no formal rule on this, but I tent to give the +1 fairly fast, +2 for a dozen or so major combats, +3 for months of intensive combat and maybe +4 for someone who fought though the majority of a World War in an active role or similar) The flee when others do: Each 10% of your that is fleeing gives a -1 and triggers a roll even if you did not see the event causing them to flee. If you fail by that penalty or less you do not suffer an actual fright check result instead you just flee. Massive casualties: Each 10% of your side that is a casualty gives a -1 and triggers a roll. This penalty is used instead of the multiple of HP suffered penalty if this is larger. Failing by this-the HP penalty margin is the flee option too. Both above are sense based so they are based on how many you can see as casualties/fleeing compared to how many not. They also do not count for the how much you failed by in your fright check if you fail by more than the above penalties and thus get an actual fright check result. Sense of duty(fellow soldiers or similar) and code of honor(soldier) normally give a bonus of +2 towards the two above special penalties and might give situationally slightly more, like the sense of duty would fully cancel the "you knew at least one of the victims" penalty if you can see that they are alive but wounded and would need protecting and things like that. I am not fully satisfied with the rules, so tend to fiddle with the numbers to make them fit the situation. But they seem to work a lot better than the proposed solution of using the reaction check. |
09-15-2016, 03:37 AM | #4 | ||
Join Date: Aug 2004
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Re: Morale house rules?
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Okay, thanks! I'll have a look at those rules and see how they work. I'll need to work out something for handling whole groups though; I don't want to roll Will for each individual orc of bandit or whatever!
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09-15-2016, 01:08 PM | #5 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Morale house rules?
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Loyalty Casualty Threshold Disastrous (0 or less) Roll at the start of combat, after every 10 seconds of fighting and after each casualty! Very Bad (1 to 3) After even one casualty. Bad (4 to 6) 1% of initial numbers. Poor (7 to 9) 5% of initial numbers. Neutral (10 to 12) 10% of initial numbers. Good (13 to 15) 20% of initial numbers. Very Good (16 to 18) 30% of initial numbers. Excellent (19 or more) 40% of initial numbers. This is based on the assumption that most military units are effectively neutralized after 10% casualties and even elite units tend to be unable to absorb more than 30% without risking breaking. Last edited by sir_pudding; 09-15-2016 at 02:05 PM. |
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09-15-2016, 01:53 PM | #6 |
Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Re: Morale house rules?
I stole liberally from the Moldvay Basic Set.
Essentially, make a Fright Check, but a failed roll doesn't go to the Fright Check Table. Instead, the foe flees or surrenders, whichever makes more sense. Roll for the whole group when the first foe drops (or, when fighting one foe, when that foe loses at least 10% of its HP), and when half of all foes drop (or when a singular foe loses at least half its HP). An intelligent (non-Bestial or Slave Mentality) foe will know when it is going to lose even if it makes both morale rolls, and as such should get an IQ roll to get an idea of its fate if hopelessly outclassed. |
09-15-2016, 02:09 PM | #7 | |
Join Date: Dec 2008
Location: Behind You
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Re: Morale house rules?
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09-15-2016, 02:13 PM | #8 | ||
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09-15-2016, 02:15 PM | #9 | |
Join Date: Jul 2008
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Re: Morale house rules?
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09-15-2016, 02:19 PM | #10 | |
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Re: Morale house rules?
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