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- {
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- "Chapter 1: Gamemastery Basics",
- "Encounter Design",
- "Enemy Motivations"
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- "markdown": "<title level=\"1\" right=\"Rules\">[Morale](/Rules.aspx?ID=977)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 47</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThink how an enemy reacts when a fight is going poorly for them—or well! Enemies who do something other than fight to the death make an encounter more dynamic and believable. While PCs occasionally encounter truly fanatical zealots or single-minded creatures that would never back down from a fight, most creatures—even nonsapient creatures like animals—back down from a battle they’re obviously losing. This normally means foes fleeing at a certain point, potentially ending the encounter, but if the PCs need to capture those opponents, it could add a secondary objective and split their focus. Look at how differences in morale between participants impact the fight. For instance, after the necromancer’s living allies surrender to the PCs, she might activate a latent magic she implanted within them, killing them and merging their bodies into an enormous undead abomination. An enemy’s morale could even change the encounter from combat to social, as the PCs enter negotiations over a surrender or try to convince their foes of the errors of their ways.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>",
- "name": "Morale",
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- "label": "Dynamic Encounters",
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- "release_date": "2020-02-26",
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- "search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 47</row>\r\n\r\nChapter 1: Gamemastery Basics / Encounter Design / Enemy Motivations\r\n</additional-info>",
- "source": [
- "Gamemastery Guide"
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- "Gamemastery Guide pg. 47"
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- "source_markdown": "<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 47</row>",
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- "text": " Morale Source Gamemastery Guide pg. 47 Think how an enemy reacts when a fight is going poorly for them—or well! Enemies who do something other than fight to the death make an encounter more dynamic and believable. While PCs occasionally encounter truly fanatical zealots or single-minded creatures that would never back down from a fight, most creatures—even nonsapient creatures like animals—back down from a battle they’re obviously losing. This normally means foes fleeing at a certain point, potentially ending the encounter, but if the PCs need to capture those opponents, it could add a secondary objective and split their focus. Look at how differences in morale between participants impact the fight. For instance, after the necromancer’s living allies surrender to the PCs, she might activate a latent magic she implanted within them, killing them and merging their bodies into an enormous undead abomination. An enemy’s morale could even change the encounter from combat to social, as the PCs enter negotiations over a surrender or try to convince their foes of the errors of their ways. ",
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