Tuesday, July 12, 2011

2nd Edition: The game you (probably) have never played, part 9

Even More Combat
  The DMG and PHB both, for the most part, contain the charts and rules for turning. The only house rule I've ever played with that is not actually core is that clerics can't turn opposed alignment/control same alignment extra-planar creatures(fiends and celestials).
  Next comes weapon immunity. Once again, no real surprises or anything here. The only thing to note is the Monster vs. Monster Hit Die vs. Immunity chart. Given that most DMs at this point know enough not to bother playing out NPC fights, this one doesn't get much use.
  Last for today is Morale. Not every DM uses it, but some do. Don't worry, Role Playing is core and so is rolling for morale. PCs don't roll for it, but NPCs are supposed to. The times when you roll for Morale include the following:
  • When the NPC has been surprised(only the first round they get to act after being surprised)
  • Faced by a superior force
  • When an Ally is slain by magic
  • when 25% and again when 50% of their side has fallen
  • each time a companion is slain beyond 50% of their side has fallen
  • when the leader deserts or is slain
  • unable to effect enemy they can't harm
  • when ordered to undertake a heroically dangerous task/act as rear guard
  • When offered a temptation
  • when ordered to use a charge from a personal magical item
  • offered a chance to surrender(only if they have met the conditions for one other check)
  • When completely surrounded
  One thing I always screwed up with on morale is the actual rolling of Morale. I'd always used a 1d20. You're supposed to use 2d10. In the immortal words of Homer Simpson, D'oh!

  Next time: Injury, Death, and Healing

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