Talked about this before. No morale values in Swords and Wizardry. No morale rules, either, besides “discretion”. Here’s a table from Labyrinth Lord:
In short, rule 2d6, and if you get higher than the Base Morale (+charisma modifier of the leader), your side breaks. And every monster has it’s own assigned morale value, too.
Perilous Paths Morale Rules
Make a Saving Throw against how fearless your mooks are:
- 14 – Natural Creatures, untrained human
- 10 – Aggressive Creatures, Barbarians & Brutes
- 07 – Monsters, Professional Warriors
- 05 – Chaos-blood Monsters, Cavalry and Elite Warriors
- 02 – Fanatics and Zealots
If they Save vs. fear (“/common sense”), they stay and fight. On a tie, they’ll probably start looking to make a cautious exit. On a failure, they rout (which is a great way to get RSVP for a slaughter).
Modifiers and recurrence specifications to follow.
Note to self: Add a column to the Monster Reaction Table to modify initial morale depending on how invested the encounter is in starting some trouble.
Note to self, 2: Don’t forget to hand out partial XP when the players force the enemy to rout.