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Len Lakofka's OD&D - Morale Checks

Continuing my delve through Len Lakofka's OD&D rule contributions that were printed in the "Liasons Dangereuses' Diplomacy zine in the mid-seventies. I uncovered an article he wrote regarding morale checks. The article was published in issue 73 of the aforementioned zine and directly followed his article of rules regarding dungeon doors (see my previous blog post).

I've managed to transcribe this one without as much difficult as the other. The text is still relatively clear but unfortunately the title is incomprehensible.

Len Lakofka's OD&D - Morale Checks

Here is an image of the original scan:


Here is my transcription (minus the title):

The BLACKMOOR system (I wonder if Dave Arneson ever sent a copy to the producers of KUNG-FU) for damage is rather complex for rapid play. With a large number of figures it can bog down # some record keeping then it is easy to maintain.


Damage should effect morale, physical strength, dexterity, constitution and hand-to-hand fighting level.


At each plateau of damage there are these reductions.


Damage     MORALE   STRENGTH   DEXTERITY   CONSTITUTION   LEVEL (HAND TO HAND)

Plateau

–-----------------------------------------------------------------------------

25%        -1       -1         -2          -1             same

50%        -2       -2         -4          -3             -1

75%        -4       -4         -6          -5             -2

90%        -7       -7         -9          -8             -3


Note: these are not accumulative subtractions. Thus at 90% damage a figure has lost 7 morale points, not 14!

If any category goes to zero the figure is unconscious.

Any bonuses due to excess STRENGTH, DEXTERITY OR CONSTITUTION are subtracted/reduced and penalties (eg. MEN & MAGIC, GREYHAWK) might be subtracted also.


At 90% damage unless some type of healing spell is applied there is always a chance of death. The chance for death is a function of corrected constitution.


Corrected constitution          Chance of Death

          0                            50%

          1                            40%

          2                            35%

         3-4                           30%

         5-6                           25%

         7-8                           20%

          9                            15%

         10                            10%

Check for death every 25 turns. If death does not occur boost constitution by one point for a maximum boost of 3 points total. If a figure takes any damage over 90% check for death at once but apply a 1 point constitution bonus if the figure makes a check against death.


Prime Morale is a function of 1) Prime Characteristic(s), 2) Race and 3) Level


Prime Characteristic   Morale   Race                  Morale     Level     Morale

         3-5             -2     Human                   0        1           0

         6-9             -1     Hobbit/Dwarf            +1       2-3         +1

        10-12            0      Elf                     +2       4-5         +2

        13-14            +1     Intelligent Monster     +1       6-7         +3

         15              +2     Unintelligent Monster   -1       8-9         +4

         16              +3     Undead/Charmed       does not    10-11       +5

         17              +4                           apply      12-13       +6

         18              +5                                      14-15       +7

                                                                 16+         +8

Sum the Prime Morale #s for each figure and record the sum.

There are changes in morale for circumstances.

1. Damage--see table above

2. In a party with ANY Higher Level Figure +2

3. Death of the Party’s Leader (lasts 6 turns) -3

4. Death of ANY High Level in Party            -1 (lasts 3 turns)

   Maximum subtraction for death is -5 regardless of how many figures are killed.

5. Killing a monster with more or equal hit dice (must be in on the kill) +2 (3 

   turns)


Sum prime morale and any changes due to circumstances. 


Morale is checked at these times:

1. Any time there is a subtraction of 3 or more points at one time

2. Any time the PARTY is being attacked/attacking a equal or stronger figure

3. Whenever the rules call for a morale check


Cast two 6 sided dice and add to the Prime Morale plus Circumstances changed.

Always check the leader first, then the stronger (higher level) figures in the party. If the leader fails his bonus for being with lower level figures is lost.


Result      Retreat    Drop excess     Offer if no     Turns that pass

                       Encumbrance**   retreat***      before rally (melee turns)

---------------------------------------------------------------------------------

7 or higher none       no              none            none

6           50 feet*   no              25% treasure    none

5           50 feet    50%             25% treasure    out 1 full melee round

4           100 feet   100%            50% treasure    1+(1-4) melee rounds

3           100 feet   100%            50% treasure    2+(1-6) melee rounds

                                                       check morale again at -1

2           Flee       100%            50%--50%        4+(1-6) melee rounds

                                       75%--25%        check morale again at -2

                                       100%--20%

                                       surrender--5%

1           Flee       100%            50%--40%        6+(1-6) melee rounds

                                       75%--30%        check morale again at -3

                                       100%--20%

                                       surrender--10%

0           Rout       100%            100%--80%       12+(1-12) melee rounds

                                       surrender--20%  check morale again at -4

-1          Surrender


Any time a rally fails consider and apply the more severe of the two morale checks.

* Feet--these are scale feet in whatever scale your dungeon/wilderness uses

If a figure can complete 50% or more of the retreat without running into a stone wall (etc.) consider the retreat valid.

** Excess encumbrance is all sacks--may keep back pack and weapons of course.

*** Offer is the amount of treasure the figure will give up to escape. Not that weapons and magic items are not treasure unless the figure attacking can wield that item. If the figure does not accept the offer (cast dice) the battle continues but the figure loses 2 more on his morale and must check every melee round. Surrounded figures, if neutral can not be executed. Chaotic figures may execute lawful AND vice-versa.

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