Morale is a solid rule. This kept most OSR combats from becoming the modern "to the death" affair we saw starting in D&D 3 to 4, and it continued into 5E (where morale was an optional rule in the DMG). People play 5E like Diablo, where every monster in a room must be killed, and that is not old-school play. The OSR games were not like that, and if characters beat a side down hard and fast, they would flee, fight a retreat, or surrender.
This is when alignment came into play. Lawful characters would not kill those who surrendered.
Morale in BX was rated on a 2-12 scale, with 2 meaning the creature will not fight, and 12 being the creature will fight to the death (and never check morale). This was checked on a 2d6 roll; if the roll exceeded the morale number, they failed. The number could be adjusted by a few points up or down, depending on the situation.
"In general, morale is checked in critical combat situations. Two recommended times for morale checks are:
- After a side's first death in combat (either monsters or characters).
- When half the monsters have been incapacitated (killed, asleep due to magic, and so forth).
Monsters that successfully check morale twice will fight to the death."
-Dungeons & Dragons Basic Rules, Moldvay edition, 1980, page B27
In 5E, we do have morale rules, as follows:
- D&D 2024: Fight of Flight, DC 10 Wisdown saving throw
- D&D 2014: Morale, DC 10 Wisdown saving throw
- ToV: Morale, DC 10 Wisdom Save (TOV GMG, p75)
- LU A5E: No morale system, relies on the bloodied condition and mental stress.
This is the first time Level Up A5E fails at a category, interesting. It is not all that hard to standardize on the DC 10 Wisdom save for all games, since they are pretty much the same. Morale in any 5E version will work just like BX when it is checked, and what happens on failure.
This will most likely make fights easier, since if the players can take out a substantial number of creatures, they may break, organize a fighting retreat, or surrender. This is usually balanced by wandering monsters, so don't worry about challenge; let the dice fall where they may.
Morale introduces complications and moral quandaries into the adventure. What do you do with prisoners? Do you let them go, with them possibly running off to tell others? Do you use your only rope to tie them up? Is it even ethical to leave goblins tied up in a dungeon full of monsters that can eat them? Do you lock them in a room and spike the door shut, using a spike and time, and making noise that could attract wandering monsters? Do you cast a sleep spell on them all and hope for the best?
This is why we had alignment.
The lawful paladin would never allow a chaotic thief to kill helpless prisoners (or sleeping creatures), so the system built in a simulation of morality, mixing roleplaying with tactical decisions that could affect survival.
It is easy to treat monsters as video game enemies; you simply kill them all, and they "poof." When monsters act with self-preservation in mind, it introduces a double layer of decisions into the game. Is how you are going about "clearing this dungeon" ethical and moral? And how do you handle the inevitable surrenders when you lack the resources, time, or people to address them?
BX did a lot for us, even though by today's standard, it was a simple game. The depth of ethical and moral choices it forced upon us during a session surprised us all, and brought out the best and worst in people we thought we knew. You don't get the raw, visceral reactions when playing online of seeing people's faces and body language as they make these choices. You do when you are in person.
Nothing is stopping us from implementing these morale rules in our 5E games; most games already have them, though they're mostly forgotten. Well, in our old-school 5E game, we adopt the classic BX systems and let them work their magic.

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