The group morale tracker seems to be working as I want it now. Basically, after the enemy has suffered at least a 1/3 reduction in their threat rating, the heartbeat script compares the enemy threat rating to the party threat rating. While the party is double the threat rating of the enemy, they start making individual morale checks. So it's the individual morale check I'd like to work out now.
The group check results in a base DC value. I'm thinking the individual moral checker takes this DC value and does the following:
* Exit if dying, immune to fear, held, paralyzed, charmed, dominated, or confused.
* Exit if immune to mental effects:i.e. a construct, ooze, plant, undead, or a vermin.
* Check if target recovers from a prior morale failure; individual recovery DC decreases each round.
* The individual DC is increased based on the target's hit point losses by up to +4.
* DC is increased by +2 for each time the morale check has returned a non-steady result.
* The DC is significantly reduced if the enemy is undergoing rage or frenzy, or is invisible, or hidden.
Now the morale check is made and the result can be one of four states:
* Morale is steady and there is no change in status.
* Morale is weakened. The target is set to use Defensive and Ranged combat states, per x0_i0_combat.
* Morale is crumbling. The target is set to the Cowardly combat state.
* Morale is shattered. The target surrenders, drops its loot, and is destroyed.
Does this seem like a reasonable approach? Is there anything obvious I missed? :happy:
Thank you.
Modifié par rjshae, 25 juillet 2012 - 03:59 .