Author Topic: Courage and Retreating  (Read 138 times)

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Courage and Retreating
« on: October 22, 2014, 02:44:25 pm »
Every unit has varying amounts of courage. A hardened Colonel is not phased by any of the horrors of the battlefield, his courage score would be high. The novice goblin draftee would have a low courage score, and retreat at even the mildest of battlefield gore. A character's courage score is calculated by adding the vital courage of sentient creatures (6) to your experience courage (proficiency bonus). For instance, at regular conditions a lvl 1 Human Cleric would have 8 Courage, a lvl 18 Goblin Fighter would have 12 Courage.

A unit's courage is modified by the amount of Hitpoints remaining. The vital courage score is proportional to the % of hit points he has, rounded down. Every unit starts with 6 base courage. At 1/2 health, he has 3 vital courage, at 1/3rd health, he has 2 vital courage, at 1/6th he has 1 vital courage. A unit's experience courage, which is their proficiency bonus, never changes. A LvL 1 unit at half health would therefore have 3 vital courage + 2 experience courage, coming out to 5 courage total. This represents the fact that experienced warriors are not as shaken at being bruised in combat, they have been in those situations before. Their battle experience allows them to overcome even the direst of conditions.

A unit may be forced to take a Morale check in a multitude of ways, losing companions on the battlefield, losing sight of the enemy, sustaining intense damage, etc. It is up to the DM when conditions call for a Morale check to be taken. A moral check consists of rolling 2d6, if your roll is at or below your Courage score, you pass the check; if your roll is above your Courage score, you fail. A roll of 2 always passes and a roll of 12 always fails. Failing a Courage check means that you gain the "Frightened" condition. When in the Courage Frightened condition, a target must roll every turn until they pass their Morale check. The first success breaks the frightened condition, but three failure in a row causes the unit to route. A routing unit uses all actions to leave the battlefield in the most direct path possible. In some circumstances failure of a Morale Check may result in surrender, such as when you are grappled, incapacitated, or unconscious or when there is no area to retreat to, such as when you are surrounded.

Negative or positive modifier may be applied to your Courage Score such as: being Frightened, possessed, blinded, wounded, etc.

A unit may use an Intimidate check in order to force a Morale check for the enemy. As a Standard Action, you may use an Intimidate check against a DC set by the DM. Alternatively, a charisma or intimidate check may be used to challenge an opposing Intimidate check. Succeeding on an Intimidate action does not put the target into the frightened condition immediately, it is only upon failing their Morale check that they become Frightened.

You may also run away from a battle at anytime, as long as you can manage to weave yourself out of the fray.

Some short statistics: A lvl 1 character with 1 HP has a 77.1% chance of failing three Courage checks and retreating, a lvl 20 character at 1 HP has a 7.25% chance, a lvl 1 character at full HP has a 2.14% chance, a lvl 20 character at full HP has a .0022% chance (rolling two 6's is always a fail).
« Last Edit: January 13, 2015, 12:23:08 pm by Rognvaldr »
To crush your enemies, see them driven before you, and hear the lamentations of their women

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