Thursday, September 10, 2009

Morale Checks: Fight, Flight, or Freeze

I've always liked the morale rules presented in AD&D but I dislike that you have to reference a table to use them. Its hard to memorize them and hard to apply them on the fly. Because they are too unwieldy, they don't get used. I'd like a simpler, more stripped down version of morale checks that could also be used as a sort of "autopilot" (for example, for figures that are not under any supervision or command/control).

Exercising command and control requires two fundamental conditions to be met:
1) An order must be issued.
2) The recipient must understand and be willing to comply.

The first factor is largely determined by the commander's capabilities. The second factor is largely determined by the subordinate's capabilities.

I want to focus, for now, on what happens if this process breaks down. Either no orders are given (perhaps because a unit is out of C2, or because the leader is hesitant, or because the leader is unclear), or the subordinate is unable or unwilling to comply. I propose a very, very simple system. Roll 1d6 and compare to this table to determine what the figure does:

1-2: Fight
3-4: Flight
5-6: Freeze

This has the appeal of being very easy to remember. To add a level of complexity, you could rule that elite troops behave differently than raw recruits.

WRINKLE A: Multiple checks

One simple option would be to roll twice and let the player take the most favorable result for veterans, roll twice and have the GM take the most tactically disadvantageous result for raw green troops, and just roll once for normal troops.

IMPETUOUS: Roll twice, player selects most favorable
VALIANT: Roll once (or twice), player selects most favorable
NORMAL: Roll once
SHAKEN: Roll once
FRIGHTENED: Roll twice, GM selects worst
PANICKED: Roll twice, GM selects worst

WRINKLE B: Automatic result
Another wrinkle would be having one result automatically come up. The player or GM then chooses between the automatic result and what is showing on the dice.

IMPETUOUS: Fight or dice result, player selects most favorable
VALIANT: Freeze or dice result, player selects most favorable
NORMAL: Roll once
SHAKEN: Roll once
FRIGHTENED: Freeze or dice result, GM selects worst
PANICKED: Flee or dice result, GM selects worst

WRINKLE C: You could consider each class of troops independently

Here's an example of a more complex system. For example:

IMPETUOUS
- FIGHT: CHARGE! Aggressively attack. Seek to engage enemy with any available weapons, preferably those which are "signature" weapons (for example, an impetous knight would prefer to lead a lance charge over a longbow volley, whereas an impetous elvish archer would prefer the opposite!). Impetous troops always fight in the absence of other orders, even if comitting to battle is unwise, reckless, or foolhardy.
- FREEZE: If this result comes up, consider it to be "fight" instead.
- FLIGHT: If this result comes up, consider it to be "fight" instead.

VALIANT
- FIGHT: CHARGE! Aggressively attack, as above.
- FREEZE: STAND FAST! Hold position. Defend self and friendly men within a few paces but will not move aggressively. Will use missile weapons, prepare polearms against a charge, or take other reasonable actions. If this result comes up, consider it to be "fight" instead if the die is showing an even number (i.e. a 4).
- FLIGHT: GRUDGINGLY YIELD! Fall back, fighting. Execute withdrawal to tactically advantageous position in relatively good order. If this result comes up, consider it to be "fight" instead if the die is showing an even number (i.e. a 6).

NORMAL
- FIGHT: CHARGE! Aggressively attack, as above.
- FREEZE: STAND FAST! Hold position. Defend self and friendly men within a few paces but will not move aggressively. Will use missile weapons, prepare polearms against a charge, or take other reasonable actions.
- FLIGHT: GRUDGINGLY YIELD! Fall back, fighting. Execute withdrawal to tactically advantageous position in relatively good order.

SHAKEN
- FIGHT: ATTACK! Seek to engage enemy with any available weapons, with a preference towards self-preservation over effectiveness. If situation requires an aggressive attack, then there is a 50% chance that troops will instead FREEZE.
- FREEZE: HOLD! Defend self and friendly men within a few paces but will not move aggressively. If practiceable, will withdraw to nearby cover or concealment instead of holding exact position.
- FLIGHT: WITHDRAW! Shaken troops will retreat away from the threat and towards a friendly leader (or cover, or concealment) with a preference to speed over cohesion, security, or safety.

FRIGHTENED
- FIGHT: ATTACK! Seek to engage enemy with any available weapons, with a strong preference towards self-preservation over effectiveness. If this result comes up, consider it to be "flee" instead if the die is showing an even number (i.e. a 4).
- FREEZE: PINNED! Frightened troops will hold fearfully and seek nearby cover or concealment. If strongly pressed they are unlikely to hold.
- FLIGHT: RETREAT! Frightened troops will break and run with no regard to cohesion, security, or safety.

PANICKED
- FIGHT: BERSERK! Panicked troops which are forced to fight will fight savagely for survival, like a cornered animal. They will fight in a blind rage with any weapon to hand; if there is no weapon close to hand then they will use their bare hands, teeth, or whatever natural weaponry they may have. Once entering a berserk rage they will fight until they or the threat is destroyed, and may not even be able to tell friend from foe. Immediately heal one health level from an adrenaline surge. If this result comes up on the dice, roll again. Only if you get this result again will the troops fight, otherwise, use the second result.
- FREEZE: SURRENDER! The panicked troops throw down their arms and attempt to surrender. Against a supernatural or non-intelligent threat, they may curl into the fetal position and cry or otherwise go into a catatonic state. If attacked, then roll again for action to see if they go berserk or attempt to flee; otherwise, they remain in a helpless state until rallied.
- FLIGHT: ROUT! The panicked troops divest themselves of any encumbering items including weapons, wounded comrades, etc and flee in abject terror away from the source of their fear. They flee until the source of their terror cannot be perceived by any sense (and then they keep running for a little longer just to be sure), or until they are utterly exhausted. They do not necessarily flee towards safety or towards a leader; they just go in whatever direction gets them away from the threat the fastest. If further flight becomes impossible, check again to see if they go berserk or freeze.