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       #Post#: 441--------------------------------------------------
       Courage and Retreating
       By: Rognvaldr Date: October 22, 2014, 2:44 pm
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       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).
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