diff --git a/combat.tex b/combat.tex index e5a4ddd4699fa569517ee5d471dadcd29bdef996..f3b33e120ba6c7485ee105b185636710e2a2250b 100644 --- a/combat.tex +++ b/combat.tex @@ -1124,14 +1124,25 @@ Weapons also receive a -2 penalty to Damage. \noindent \iftoggle{verbose}{% -Unsure if your \glspl{npc} want to fight? Roll their Combat or Aggression Skill at \gls{tn} 7. + Unsure if your \glspl{npc} want to fight? + Roll their Combat or Aggression Skill at \gls{tn} 7, plus the modifiers in the Morale Chart. + This group roll counts for everyone, so if the group roll a total of \gls{tn} 7, but one member is wounded, that member will fail the roll and flee. + Of course on the next round, this may prompt others to flee, as it changes the proportions of creatures to \glspl{pc}. -Most combats will end with one side or the other running away -- few troops want to fight to the last man when they could potentially be safe at home by the end of the day. At the start of each \gls{round}, the \gls{gm} rolls a morale check for the enemy if they think the enemy have a good reason to flee. + Most combats will end with one side or the other running away -- few troops want to fight to the last man when they could potentially be safe at home by the end of the day. + + The players do not take morale checks -- they decide when it's time to run away by the look of the situation. Usually a good time is when all the \gls{fp} have run out.\footnote{The \glsentrytext{gm} may also wish to cut all Morale checks for any \glspl{npc} with remaining \glsentrytext{fp}.} + + You don't need to create a separate roll for this check -- just use the standard Initiative roll instead. + For example, you might roll $2D6$ at the start of a round, and hit `8'. + The monsters gain a +2 bonus for outnumbering the \glspl{pc}, but a -2 penalty because the \glspl{pc} strongest person is stronger than any of them. + Overall, the result is `9`, so the enemies pass the morale check, stay to fight, and take this as their Initiative roll. + With their Initiative bonus of +3, their use an Initiative score of `11'. -The players do not take morale checks -- they decide when it's time to run away by the look of the situation. Usually a good time is when all the \gls{fp} have run out.\footnote{The \glsentrytext{gm} may also wish to cut all Morale checks for any \glspl{npc} with remaining \glsentrytext{fp}.} }{% -Before each round of combat, the \gls{gm} rolls a Morale Check for \glspl{npc} at \gls{tn} 6, using their Combat or Aggression Skill, along with the following modifiers. -If the \glspl{npc} fail the roll, they attempt to flee, otherwise, they fight. + Each \glspl{npc} Initiative roll also counts as a \emph{group} Morale check. + The roll checks at \gls{tn} 7, plus the \glspl{npc}'s Combat or Aggression Skill (whichever is higher), plus the modifiers in the Morale chart. + If the \glspl{npc} fail the roll, they attempt to flee, otherwise, they fight. } When an enemy flees the scene after a fight has begun, characters still gain full \gls{xp} for the fight, since they still `defeated' the enemy.