Players Manual

Fight of Flight

Awakening uses a morale system that better represents the personalities of the inhabitants of this land. Consider the goblin: a craven creature if ever there was one; yet it will stand and fight unto its own death against terrible odds. Flight should not only be a function of how many of your allies have been killed, but by how you stand against your individual opponent, and how your group is faring relative to your enemy’s group. In this spirit, First we determines whether a creature should be checked for morale undead, construct, those with a lower intelligence, fear-immunity feats, such as Aura of Courage. Dominated creatures will be excluded. We also determine the battle-hardiness of a creature. The weakest creatures will fly at the drop of a hat. Average creatures will take a little more to shake them up. veterans will only flee if things are really not going their way. Morale checks will happen when a creature is damaged and also on the death of a compatriot. A retreating creature will then scan the vicinity for a leader or a rallying point. They will run to the leader first, and the waypoint in the absence of a leader (assuming the Rally point is meaningfully far away). In the absence of either, they will simply run away and disappear from the area. Retreating creatures (and ones that are killed) sparks their compatriots to make a morale check; as a result, the death or serious injury of one creature at the hands of a strong PC/party can lead to an entire group of foes heading for the hills. In this logic, a mass of creatures will stick it out against a few tough guys, but will run if the situation is reversed. A strong creature will wade in
against many if the odds are in its favor, but will turn if things aren’t going
its way.
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