From b747b4476f0183dfff855466aae9656cdcb06e2e Mon Sep 17 00:00:00 2001 From: Malin Freeborn <malinfreeborn@tutamail.com> Date: Mon, 8 Jun 2020 00:35:33 +0200 Subject: [PATCH] add magic use to morale penalties --- combat.tex | 8 +++++--- 1 file changed, 5 insertions(+), 3 deletions(-) diff --git a/combat.tex b/combat.tex index d60bbd5d..250cec4c 100644 --- a/combat.tex +++ b/combat.tex @@ -967,7 +967,7 @@ His Sneak Attack gives him +4 to strike the ogre - which he does - and +2 Damage \end{multicols} \section{Morale} - +\index{Morale} \newcommand{\moralechart}{ \begin{tcolorbox}[title={Morale Chart},arc=1mm,tabularx={cp{.75\textwidth}}] \gls{tn} & Situation \\\hline @@ -984,6 +984,8 @@ His Sneak Attack gives him +4 to strike the ogre - which he does - and +2 Damage +2 & Character's top Strength Bonus is higher than the monster's. \\ + +1 & Players have displayed awesome magical abilities. \\ + \end{tcolorbox} } @@ -992,12 +994,12 @@ His Sneak Attack gives him +4 to strike the ogre - which he does - and +2 Damage \noindent Unsure if your \glspl{npc} want to fight? Roll their Combat or Aggression Skill at \gls{tn} 6. -\moralechart\index{Morale} - 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. 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}.} +\moralechart + Morale checks are rolled at \gls{tn} 6 with a character's Combat Skill (or Aggression Skill if the character is an animal). As usual, the \gls{gm} rolls for an entire group with one roll. If the characters have just attacked a group of 10 hobgoblins and injured 3 then the troop will roll at \gls{tn} 6 to see if they should flee, but the injured 3 hobgoblins roll at \gls{tn} 8. If the final result is a 7 then the three injured hobgoblins flee, but the rest remain. -- GitLab