I'm actually curious if anyone here has good rules for combat morale that they use. I have been trying not to be lazy and make every enemy fight to the death, but every time I remember morale I just roll a d20 and make an ad hoc decision about whether the roll was high enough for morale not to break. This feels unsatisfying, and I'd like to hear if ya'll have a better approach
I know most people are looking for actual rules, but my group usually goes for a "feel". If the fight isn't going the enemies' way, they'll break up and try to run away after a while. What "not going their way" means of course changes depending on the monster:
- Solo sentients start considering their escape options at half health (heretofore referred to as "wounded").
- Most groups of sentients run away when a third of the group is killed or the majority are wounded. That's the nice thing about a fireball: it might not kill everybody but it'll hit enough enemies packed close together that they're likely to run away or at least scatter.
- Groups of sentients with a leader will hang around until half to two thirds of them are killed. In most cases the leader will try to run away first. If the leader is killed, the group reverts to the "default" behavior for groups with the added condition that any enemy that gets wounded tries to run away.
- Non-sentient animals run when wounded.
Of course, there are situations where those guidelines don't apply, or monsters that run away at higher or lower thresholds. For example, animals defending their den/young might just fight to the death, a sorcerer might be mind-controlling the orcs so they never break, some specific effects will be more or less frightening to certain enemies (using fire vs. trolls or acid vs. most sentients), some enemies are just more cowardly than others, or they're just mindless undead and never break ranks.
"But Corn Flakes, you magnificent bowl of vitamin-enriched, poorly-narrated RPG anecdotes, doesn't that make encounters too easy?"
Au contraire, mon frere! Since you're setting up encounters with the assumption that most enemies will be running away if the players play their cards right, you can
really up the enemy numbers and retain a "fair" challenge that still makes the players feel badass. Fighting 5 goblins is one thing, fighting 15 goblins that run away when 6 of them (or just the leader) get killed without the players breaking a sweat is a whole different bucket of narrative fun. And you get to do in roughly the same turn and minute count if your GM is good at rolling quickly.
(Plus you get to reuse the goblins that survived in later encounters if you want.)