D&D 5E Morale and Loyalty in the DMG

Hriston

Dungeon Master of Middle-earth (He/him)
This is the first thread I'm starting here. I started playing D&D with the Holmes set and moved on to AD&D not really knowing it was a different rule set. I missed out on every edition in between, but when the Playtest began I started playing 5e and am really enjoying it. I especially like this edition's versatility in assimilating aspects of previous editions.The question I have relates to an adventure I'm running in which I've decided to incorporate some old-school mechanics. I'm using the Playtest version of B2 and supplementing it with the original module and the 1981 revision. The PC party is engaged in combat with the Hobgoblin Warlord and her four consorts and she has just taken a critical hit from an arrow that reduced her to half hit points. It occurred to me that this would be a good time for a morale check. I have some house ruled morale rules prepared for this based on a mix of OD&D, AD&D, and B/X morale rules converted to a d20 roll, but having heard that the new DMG has an optional rule for morale checks I was curious if anyone with the DMG could fill me in on how morale works in this edition.I understand that it's a DC10 wisdom save, but is that it? Are there any modifiers that would apply to the Warlord or her consorts. As it is their wisdom bonus is zero. Are there situational modifiers that might effect the DC? Also, if the Warlord makes the save for the entire group, are there rules for her consorts to check loyalty?Thanks in advance to anyone who responds! :)
 
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There are several circumstances for an individual creature to make a check, and other circumstances for a group check, made by their leader. If leader cannot make the check (unconscious, dead) creature with next highest Charisma makes check.
 

Loyalty is in a different section of the book (page 93 for loyalty, page 273 for morale). An NPC has a maximum score of the highest Charisma score in the party, but a starting score of 1/2 the maximum. As the game progresses, his score can increase or decrease in d4 increments (or 2d4 if treated really poorly), depending how he is treated and his own personal goals. If his score drops to 0 is no longer loyal, above 10 and he will risk life and limb for party. His score is kept secret from players.
 

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There are several circumstances for an individual creature to make a check, and other circumstances for a group check, made by their leader. If leader cannot make the check (unconscious, dead) creature with next highest Charisma makes check.

Thanks for the quick response. I didn't mean to laugh at this; I'm using my phone to post and the buttons are so small. I'm wondering if you could tell me what the different circumstances are for an individual or group check. Does the above situation sound like it qualifies for a group check. I'd assume the consorts are fairly loyal if not fanatical. Her charisma is 13.
 

Thanks for the quick response. I didn't mean to laugh at this; I'm using my phone to post and the buttons are so small. I'm wondering if you could tell me what the different circumstances are for an individual or group check. Does the above situation sound like it qualifies for a group check. I'd assume the consorts are fairly loyal if not fanatical. Her charisma is 13.
Creature checks for being surprised, reduced to half HP for first time in battle, or no way to harm opposing side. She could be affected by the second condition, but being the leader might be more motivated to stay.
Group checks if whole group is surprised, leader removed from battle (0HP, incapacitated, captured), group reduced to half size with no losses on opposing side.
 
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