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Some combatants might run away when a fight turns against them. You can use this optional rule to help determine when monsters and NPCs flee.


A creature might flee under any of the following circumstances:

  • The creature is surprised.
  • The creature is reduced to half its hit points or fewer for the first time in the battle.
  • The creature has no way to harm the opposing side on its turn.


A group of creatures might flee under any of the following circumstances:

  • All the creatures in the group are surprised.
  • The group’s leader is reduced to 0 hit points, incapacitated, taken prisoner, or removed from battle.
  • The group is reduced to half its original size with no losses on the opposing side.


To determine whether a creature or group of creatures flees, make a DC 10 Wisdom saving throw for the creature or the group’s leader. If the opposition is overwhelming, the saving throw is made with disadvantage, or you can decide that the save fails automatically. If a group’s leader can’t make the saving throw for whatever reason, have the creature in the group with the next highest Charisma score make the saving throw instead.


On a failed save, the affected creature or group flees by the most expeditious route. If escape is impossible, the creature or group surrenders. If a creature or group that surrenders is attacked by its conquerors, the battle might resume, and it’s unlikely that further attempts to flee or surrender will be made.


A failed saving throw isn’t always to the adventurers’ benefit. For example, an ogre that flees from combat might put the rest of the dungeon on alert or run off with treasure that the characters had hoped to plunder.


RAI

  • Creatures immune to the frightened condition never need to roll for Morale and those with advantage on saving throws versus fear, (such as cultists) have advantage on their morale roll.
  • Undead and Constructs never need to roll for Morale.
  • Unintelligent & Animal Intelligence Creatures, (with Intelligence less than 3) never need to roll for Morale.
  • More Powerful Creatures & Leader Types have to face extraneous circumstances to roll a Morale check.

Alternate "Gold Standard" B/X System

  • Death of a monster in a group, (as appropriate)
  • Down to half original numbers, (for group)
  • DM Arbitration: A dramatic display of power / A dramatic set-back (arrival of reinforcements for the PCs, etc.)


Basic system (specifically, Moldvay's Basic Rulebook version), in a nutshell: Scores range from 2 to 12. 2 means a creature won't fight, 6 to 8 is average, 12 means the creature will always fight to the death (dragons: 8 to 10).

Abjectly cowardly                                                     2 (always runs away)

Easily frightened or very cautious                       3-5

Unmotivated                                                             6

Disinterested                                                            7

Normal/ Unknown                                                   8

Brave, determined, or stubborn                            9-11

Suicidally brave, berserk, or undead                    12 (always fights to the death)


A morale check is 2d6, and monsters succeed if the roll is less than or equal to their score.

Morale is checked 1) when the first monster dies, and 2) when half are incapacitated (i.e only two checks).

Morale can be temporarily modified based on subjective matters, (i.e. who seems to be winning), but no more than +/-2.

Monsters who fail a morale check will retreat or make a fighting withdrawal, and if that's not possible will surrender.

Retainers have morale based on their employer's Charisma, (7+/-ability mod), but they do not have to make morale checks in combat unless the danger is more than expected. They do however have to make a check after each adventure, and failure means they quit.

Alternate "Silver Standard" 2E

Reactions

Within these broad guidelines, a large number of specific reactions are possible.

Flight. Avoidance, panic, terror, or surrender.

Friendly. Kind, helpful, conciliatory or simply non-aggressive.

Indifferent. Neutral, bored, business-like, unconcerned, unimpressed, or simply oblivious.

Cautious. Suspicious, wary, dubious, paranoid, guarded, untrusting, or mildly conciliatory.

Threatening. Boastful, bravado, blustering, intimidating, short-tempered, or bluffing.

Hostile. Irritable, hot-tempered, aggressive, or violent.

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Example Morale Ratings

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