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.
 
-- 
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