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Grumpy, yet verbose.

Sunday, December 23, 2018

Moldvay Musings XIII: Reactions

"For every action, there is an equal and opposite reaction."
-Newton's Third Law                           


Sorry, Isaac. Not necessarily in D&D.

Like morale, reactions rolls have also faded from the later editions of the glorious mess that is Dungeons & Dragons. Sure, there are skills and such that allow for things like diplomacy and bluffing, but I am not a fan of too many defined skills in D&D. It's fine in games that were designed from the start for them -Runequest/BRP springs to mind- but they as much a hindrance as a benefit in old-school play (whatever that means). 

Back on topic, the encounter reaction rules in versions like BX are incredibly simple. Other than the Charisma adjustments table, they are one paragraph of text and one 2d6 table of five possible results (B24). The rules simply state that while some monsters will nearly always behave in the same way (e.g. mindless undead attacking), it is possible for some creatures' actions to vary.  

I've covered a bit about hirelings in an earlier post, so I'm mostly sticking to the encounter mechanics here. Suffice to say, the retainer reaction rolls (B21) help add a layer of detail to an integral part of the BX-style game. Adventuring parties were assumed to include meatshields and the like. Uncharismatic PCs, miserly offers of pay, or poor treatment could make life difficult for a party that needs to pad its ranks or flesh out weak spots in its lineup.

As stated in the preceding section on party actions, if they choose to talk, they might influence the monsters' (or NPCs') attitude toward the encounter and, by extension, the PCs. In my games, I interpret "talk" loosely. A common language isn't always required. An offer of food to a predator can be as effective an overture as speaking confidently and calmly to a goblin patrol in their tongue. (Side Note: This can be a case for using alignment languages and making those INT bonus language slots worth something in one's game!)

We didn't deserve you, Steve!

A couple of caveats to consider. One, the DM always has the right to veto making a reaction roll and simply decide how monsters, etc. will act. An elven patrol is unlikely to let the party go after they just burned down the Sacred Oak, no matter how charismatic the PC spokesperson is! 

Two, even if a roll is made, there could be negative modifiers. The goblins mentioned earlier might be fine with avoiding a fight under normal circumstances. However, if the PCs are there to stop their shaman from performing a blood sacrifice that will give them victory over the villagers, the patrol just might be less inclined to believe the party is "just passing through." Even unintelligent creatures can have circumstantial biases. In real life, encountering a bear in the woods will usually not result in an attack (if you aren't stupid about it, that is), but a grizzly sow with cubs can be another matter! Tossing her some iron rations is probably not going to cut it, even for evasion purposes.

I guess what bothers me about this mechanic falling by the wayside is it removed a big incentive for actual roleplay in a dungeon environment, as opposed to just chatting up the tavern wench for -ahem- "rumors." To me, the BX reaction mechanic was an elegant solution that allowed for player agency and a bit of luck.

I confess I don't know much about 5th ed. What little I've played of it didn't seem to lend itself to this, but I could be wrong. 




Friday, December 21, 2018

Moldvay Musings XII: Morale



The morale mechanic has apparently fallen out of favor in later editions of D&D. I could paw through different books and the intertubes to find the exact edition where it went away, but that's not really what I'm interested in talking about. Rather, I'd like to talk a bit about how it is employed in many classic RPGs like B/X and why, in my oh-so-humble opinion, it is a very good thing.

First off, I should mention that the morale rules in Moldvay (B27) are expressly listed as optional. The game can be played without them. In my experience,they add a level of realism and survivability to the game that makes them more than worthwhile. Let's take a quick look at the opening lines of the section:
Any creature in battle may try to run away or surrender. Characters are never forced to do this; a character always reacts in the way the player wishes. NPCs and monsters, however, may decide to run away or surrender.
Two main takeaways to consider here:

1) "Characters react in the way the player wishes." There are things like fear spells and effects (Giant Shrews, anyone?) that can effect a PC, but whether to fight on in the face of dire odds is completely in the hands of the players.

2) "Any creature in battle may try to run away or surrender." This is an element of morale that I don't always remember to apply. I usually just have a creature run away if it fails its roll. That's fine for dumb beasts, but an intelligent creature may throw in the towel (especially is escape looks unlikely).This can lead to fun RP between the victors and the vanquished, not to mention alignment considerations by the players.


Remember how a decent charisma score can be a boon not only when hiring retainers (reaction rolls) but in giving them better morale? Here's a fun one: NPCs could decide to surrender to the bad guys if the PCs are losing a fight (or look like they might lose)! They might even switch sides! Weirdly, a counter-argument for not having all the hirelings just work for the one charismatic PC. If the NPCs are loyal to different PCs, that should mean separate morale rolls, which means it's not all or nothing when checking morale. Some minions might break while others remain. 

I mentioned realism and survivability. It seems perfectly realistic than not every encounter ends up a fight to the death. Sometimes nerves fail. Even a bestial predator may decide the PCs are not such an easy meal and take to its heels. BX gets a rep for being fairly lethal. Using morale in your game means some fights end a little sooner, which means fewer to-hit rolls against the PCs, thus less damage taken and fewer casualties.