MORALE RATINGS Morale Description -8 Openly Rebellious -4 Mutinous -2 Disgruntled -1 Shaky 0 Neutral +1 Motivated +2 Stalwart +4 Determined +8 Fanatical A parties Morale Rating starts at 0. For each factor that
decreases the unit’s morale, shift one row up the
table. For each factor that improves it, shift one
row down. Factors Affecting Morale • poor treatment by a leader or allies
• more than half the party is at half hit points (or less). • low or no pay • no stake in the battle’s outcome • incompetent or ill-prepared leadership • a daunting, overwhelming foe • poor equipment The reverse of any of those factors can improve
morale. If the party has elected a leader or been assigned one, add the leaders Charisma modifier to the parties Morale Rating. PARTY INITIATIVE In this campaign we will only use the regular Initiative rules if the party doesn't have a leader or is seperated from their leader (moving more than 60 feet away might count, also if the leader is unable to take actions). The rest of the time, Initiative rolls will consist of: a d20 + the parties Morale Rating + the higher of the leader's Dexterity or Wisdom modifier, as rolled by the leaders of each group. This will determine which leader goes first, at the end of the leaders turn the leader declares which of his allies goes next, at the end of that character's turn the player decides which ally to go next and so until all allied characters have taken a turn.