tag:blogger.com,1999:blog-7817710432110712270.post5602524165887771879..comments2024-03-27T22:37:01.796-04:00Comments on Dungeon Fantastic: Morale stat, or Reaction Roll?Peter Dhttp://www.blogger.com/profile/14246000382321978462noreply@blogger.comBlogger6125tag:blogger.com,1999:blog-7817710432110712270.post-4747184802091368582018-02-09T16:47:00.342-05:002018-02-09T16:47:00.342-05:00Yeah. My figurin' pretty much led me right bac...Yeah. My figurin' pretty much led me right back to "just use a Reaction Roll with appropriate modifiers."<br /><br />Negotiation is fine, it's just that PCs often just engage straight-up in fights (and to be fair, so do most monsters.) And morale rolls or not, it's hard to keep bloodthirsty <i>players</i> from not attempting to make all fights into fights to the death. And if you attack every fleeing guy and kill him, eventually, it will become clear you better fight because surrender or retreat are death. That makes the whole topic kind of tricky.Peter Dhttps://www.blogger.com/profile/14246000382321978462noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-4854583663572402952018-02-09T16:27:55.311-05:002018-02-09T16:27:55.311-05:00That would be a helpful list!That would be a helpful list!Peter Dhttps://www.blogger.com/profile/14246000382321978462noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-41819997702417109902018-02-08T22:56:34.086-05:002018-02-08T22:56:34.086-05:00One thing, after crunching the math, is finding th...One thing, after crunching the math, is finding that in the end, it doesn't make a whole lot of difference of whether you use Will or Reaction. The target is almost always about the same. The big difference is how it's presented. Reaction? You need to roll a 13 or higher to have the guy run. Will? Well, an average Will score for a a delver is 12, so a typical intelligent monster is going to be about this (the average of the monsters in DFM1, other than the horrid skull, happens to be 10.6, or 11.0 if you count the Cowardice and Combat Reflexes adjustments to Fright Checks).Charles Saegerhttps://www.blogger.com/profile/00368131505593336249noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-28779398160115380732018-02-08T19:33:17.368-05:002018-02-08T19:33:17.368-05:00GURPS is a little more granular. It would take som...GURPS is a little more granular. It would take some figurin' to make a ML roll. But on 3d6, the average guy would have a ML 11. + or - up to 4 I would think for strange circumstances. <br /><br />Remember the 11 on 3d6 is good for negotiations as well. Make sure not everything is a fight. Scott Andersonhttps://www.blogger.com/profile/12067161332003628237noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-80180037252898120142018-02-08T18:16:43.419-05:002018-02-08T18:16:43.419-05:00I do have some traits like Cowardice and Stubbornn...I do have some traits like Cowardice and Stubbornness modify this. I should make a systematic list of those.Charles Saegerhttps://www.blogger.com/profile/00368131505593336249noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-20428917298821927762018-02-08T18:15:44.387-05:002018-02-08T18:15:44.387-05:00After using Will/Fright as the target number for a...After using Will/Fright as the target number for a time, I moved to reaction rolls, but gave my monsters a Morale modifier right in the stat block. I assume the PCs have missile weapons and supernatural abilities and are SM 0, then figure from there.Charles Saegerhttps://www.blogger.com/profile/00368131505593336249noreply@blogger.com