I've recently been experimenting with 1:20 scale combat in my own solo OD&D campaign. This experiment was prompted by a few lines of text in the 1973 OD&D draft which states that when normal-types are fighting fantastic types, "It is suggested that the 1:20 Combat Tables be used." but such an approach is not so straight forward in practice due to the Post Melee Morale system that should technically apply to any melee conducted in this manner.
The Post Melee Morale system is used to test whether one side of the melee will move back, rout, retreat or surrender. The problem with the Post Melee Morale system in an OD&D context is that it relies on specific Morale Ratings for individual types of creatures, i.e. normal troops (light foot, heavy foot, armoured foot, cavalry and so on), fantasy creatures such as elves, dwarves, goblins and of course the stronger monsters. The Morale Ratings in CHAINMAIL do not cover all the monsters and super-normal (character types) listed in original D&D. So, if we want to include the Post Melee Morale system in 1:20 combat then we need to expand the Morale Ratings to include all the relevant creatures and CHAINMAIL does offer some clues on how we may go about this.
Morale Ratings for an OD&D Post Melee Morale System
The first challenge is how to handle the super-normal types, i.e. the character types such as fighters, clerics, magic-users and so on. Of course, player characters would never check morale, but NPCs do so we still need to factor their Morale Ratings in. CHAINMAIL lists some:
Heroes (Anti Heroes) 20Super Heroes 40
Seer 20
Magician 25
Warlock 30
Sorcerer 40
Wizard 50
We can probably extrapolate from these enough to cover Fighters and Magic-Users, but there's also the Clerics to consider. We could potentially use the Fighting Capabilities of each level of Cleric and compare to the Fighters, but one thing to consider is that the armour worn by each character can vary. I'll return to this issue later.
I did come across the following paragraph in CHAINMAIL:
"Leaders: It is suggested that leaders be given a +1 on all of their dice, and that their type of armour be considered the best for their origin and period."
We might presume that figures with a Fighting Capability of Man + 1 could be treated as leaders and would be equal to Armoured Foot (the best type of armour represented at 1:20 scale). The Morale Rating for Armoured Foot is 7. A Fighting Capability of Man could be presumed have a Morale Rating according to the armour type, i.e. Light Foot, Heavy Foot etc. At most 2 Men would be half of what a Hero is worth. I thought I was on to something with this but it doesn't translate to the magic-user as a Seer has Fighting Capability of Man + 1 but a Morale Rating of 20. The lack of convertible ratings is probably due to the fact that spellcasting is involved and spellcasting has far too many variables to quantify.
A simple approach to filling in some of the blanks for the fighter could be to treat Hero - 1, Hero and Hero + 1 as simply Hero in regard to Morale Rating. Similarly, Superhero -1, Superhero and Superhero + 1 would be considered Super Hero. A Man + 1 would be treated as a Leader and 2 Men + 1 as 2 Leaders.
For Magic-Users , if we look at CHINMAIL Morale Ratings for the listed types progress as follows, Seer 20, Magician 25, Warlock 30, Sorcerer 40 and Wizard 50. We could simply treat this progression as natural milestones, therefore a magic-user would begin as a normal type with a Morale Rating according to Light Foot (as magic-users do not wear armour) obtain a Morale Rating of 20 when they become a Seer and would stay at 20 until they reach Magician when the Morale Rating would be raised to 25. The Fighter (discussed above) is essentially being treated the same, they progress naturally from being treated as a Leader with a Morale Rating of 7, to a Hero, 20 and finally Super-Hero, 40. The good thing about this approach is we are not adding values to CHAINMAIL Morale Ratings, we are simply working out how each Super-normal Type should be classified according to what is already in the CHAINMAIL rules.
We run into difficulties when we arrive at the Cleric. We might presume a 1st Level Acolyte with no spells and a Fighting Capability of "Man" should be treated as per the armour they wear i.e. Light Foot, Heavy Foot etc. However we must take into account the fact that they already have a faith strong enough to turn away the undead. In CHAINMAIL we get the following text. "Religious Orders of Knighthood: Such troops will never surrender, and when Morale results call for such they will fight on normally. They receive a +1 on all Morale dice due to their elite nature." These religious knights are the closest we get in CHAINMAIL to the cleric class. We might presume our low level clerics to be at the very least Elite Heavy Foot and if mounted, Medium or Heavy Horse (as Knights would be). So they would get a Morale Rating of 6 or 7 on foot or 8 or 9 if mounted, depending on how well they are armoured. An Adept has a Fighting Capability of Man + 1 so would be considered at the very least a Leader (Morale Rating 7).
For simplicity we could have out acolytes at 6 (elites) and adepts at 7 (leaders). Mounted they would be 8 or 9 respectively. If the Acolyte has a Fighting Capability of a single man with a Morale Rating of 6, we could extrapolate from their to presume that a Village Priest who has a Fighting Capability of 2 men would therefore have a Morale Rating of 12 (at the very least). Vicars and Curates (worth 3 men) would then have Morale Ratings of 16 (at the very least).
We can also presume a Cleric who has a Fighting Capability equal to a Hero would have at the very least the same amount of points in their Morale Rating score as a Fighter Hero.
Clerics are also comparable to Magic Users in regards to their spell casting abilities and this should give them some advantage in regards to Morale Rating. For example a Seer gets 20 morale points as a Man + 1 with 2 1st level spells so you might argue that a Village Priest who also has 2 1st level spells and is worth 2 men should also get at least 20 morale points. A Lama couldn't really be considered as being higher in morale than a Magician at 25 points. They both have 6 spells available, the Magicians are more powerful, but the Lama is a more capable fighter.
We should also consider that Magic-Users at their highest level of Wizard are supposed to be the most powerful class in the game. Wizards have a Morale Rating of 50, and so technically Fighters and Clerics should probably not exceed this, or even match it. A 10th Level Lord who fights as a Superhero + 1 would be considered to have a Morale Rating of 40 anyway if we take into account the milestone progressions proposed above. A 10th level Patriarch is a Superhero -1 so at the least they have 40 morale points. It makes sense to cap it there to allow the Wizards Morale Rating to correctly reflect their unmatchable power.
This heavy discussion can be boiled down to the following suggested Morale Ratings for Super-normal Types:
TYPE CAPABILITY MORALE RATING
Veteran Man + 1 7 (9 if mounted)
Warrior 2 Men + 1 14 (18 if mounted)
Swordsman 3 Men or Hero – 1 20
Hero Hero 20
Swashbuckler Hero + 1 or 5 Men 20
Myrmidon Hero + 1 or 6 Men 20
Champion Superhero – 1 40
Super Hero Superhero 40
Lord Superhero + 1 40
Lord, 10th Level Superhero + 1 40
TYPE CAPABILITY MORALE RATING
Medium Man 4 (6 if mounted)
Seer Man + 1 20
Conjurer 2 Men 20
Theurgist 2 Men + 1 20
Thaumaturgistic 3 Men 20
Magician 3 Men + 1 25
Enchanter Hero – 1 25
Warlock Hero 30
Sorcerer Hero + 1 40
Necromancer Wizard 40
Wizard Wizard 50
Wizard, 12th Level Wizard 50
Wizard, 13th Level Wizard 50
Wizard, 14th Level Wizard + 1 50
Wizard, 15th Level Wizard + 1 50
Wizard, 16th Level Wizard + 2 50
TYPE CAPABILITY MORALE RATING
Acolyte Man 6 (7 if mounted)
Adept Man + 1 7 (9 if mounted)
Village Priest 2 Men 20
Vicar 3 Men 20
Curate 3 Men 20
Bishop Hero – 1 20
Lama Hero 25
Patriarch Hero + 1 25
Patriarch, 9th Level Superhero - 1 40
Patriarch, 10th Level Superhero – 1 40
Already it has all being very complicated trying to adjudicate these Morale Ratings but we are only just getting started! We also have the various Monsters to consider. CHAINMAIL starts us off with the following Morale Ratings:
Halflings 5
Sprites 3
Dwarves (Gnomes) 5
Goblins (Kobolds) 5
Elves (Fairies) 6
Orcs 5
Wraiths 10
Lycanthropes 20
Ogres 8
Treants 20
Wights (Ghouls) 10
A useful clue to help us extrapolate some further Morale Ratings is in the following text from CHAINMAIL. "GOBLINS (and Kobolds): Goblins and Kobolds see well in dimness or dark,
but they do not like bright light. When fighting in full daylight or bright light
they must subtract 1 from their Morale Rating, as well as 1 from any die rolled." The importance of this text is that it tells us that bonuses and penalties such as + 1, - 1 and so on, apply to both Morale Rating used in Post Melee Morale and Scores to Remain used in Morale brought about by Excess Casualties. This will help is in deciphering some of the monster descriptions in D&D VOL.II Monsters & Treasure.
A quick CTRL + F search for "Morale" on Monsters & Treasure brings about a lot of useful information. We can see that Cavemen fight as 2nd level fighters with a -1 Morale. Hobgoblins are large and fierce goblins with +1 Morale. Gnolls fight as hobgoblins with +2 Morale. From all this we can extrapolate a further 3 scores.
Cavemen 13
Hobgoblins 6
Gnolls 8
Light Foot 4
Light Horse 6
Heavy Foot 5
Armoured Foot 7
Medium Horse 8
Heavy Horse 9
If we take all this and run with it then we end up with the following additional scores:
Brigands A + 1
Mummies 35
Spectres 42
Vampires 42, 56 or 63 (depending on Hit Dice)
Medusae 16
Gorgons 72
Manticore 48
Hydra 40-96 (depending on # of heads)
Chimera 72
Gargoyles 20
Centaurs 32
Unicorns 36
Nixies 3
Dryads 4
Pegasi 18
Hippogriff 27
I'd be interested to know what you think of the thought process I followed here and whether you agree or disagree with my conclusions.
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