Surrender Thermometer — morale in Three Thresholds

Subsystem: Surrender Thermometer — morale in Three Thresholds

Objective

Cut down indecisive slugfests and give a visible, rules-forward path to surrender 5e outcomes. This subsystem turns the pulse of combat into clear signals—when a side hesitates, negotiates, or runs—while rewarding nonlethal play and tactical showmanship in social combat 5e terms.

How to Use at the Table

  • Player intent → “Break their will without killing them.”
  • DM frames → place a 0–10 Thermometer; set Hesitation 6 and Break 9.
  • Timing → adjust at the end of each round and on key triggers.
  • Interaction → push the needle with Charisma (Intimidation), Charisma (Persuasion), or striking tactics.
  • Outcome → on thresholds, foes make group Wisdom saving throws or choose to parley, flee, or surrender.

Callout: State the cost
Before the first social roll, announce the failure cost (e.g., “On a failure, they counterattack with Advantage this round.”)

Step-by-Step Instructions

  1. Set the Thermometer (0–10). Start 3 for confident foes; 2 if outnumbered; 4 if they look favored. Mark Hesitation = 6, Break = 9.
  2. Morale Triggers (each round’s end). Adjust:
    • +2 if the leader drops to 0 HP or is incapacitated.
    • +1 if they lose half their number or suffer a notable area effect.
    • +1 if the party seizes dominant cover or blocks escape.
    • −1 if reinforcements arrive or the foes visibly rally by foiling intimidation.
  3. Social Push (action). Make Charisma (Intimidation) or Charisma (Persuasion) vs DC 8/13/18 (brave/typical/fanatic). Success: +1 (+2 on success by 5+). Failure: −1.
  4. Advantage/Disadvantage. Grant Advantage for credible leverage (overwhelming force, fire, shattered banner, thunderous magic). Impose Disadvantage for clumsy threats, zealotry, or lack of line of sight.
  5. Tactical Feats. Cinematic setbacks—critical dropping a foe to 0 HP, destroying cover, slamming a gate—award +1 (cap +2 from tactics per round). No extra roll; judge by impact.
  6. Hesitation Check (6+). At 6 or more, the target side makes a group Wisdom saving throw (DC 12). On failure, they have Disadvantage on the next morale save and allow parley for one round (brief negotiation; no Opportunity Attacks during it).
  7. Break Check (9+). At 9 or more, they make a group Wisdom saving throw (DC 15). On failure, they drop weapons, flee in disorder (provoking Opportunity Attacks), or negotiate immediately—DM picks the logical outcome.
  8. How to Roll “Group.” Use the best Wisdom save bonus among the foes (include proficiency bonus if trained soldiers/veterans). For hordes, roll twice; if either fails, the group fails.
  9. Morale Rebound. If they flee or surrender and later gain reinforcements or a sudden edge, they may retry the Break save at a round’s end (once).

Callout: Keep morale visible
Use a big die or dial. morale 5e is public—everyone should see the needle move.

Guided Example

  1. Setup. Four bandits hold a bridge against four adventurers. The Thermometer starts at 3 (moderately confident).
  2. Round 1. The barbarian crits a bandit to 0 HP (tactics +1 → 4). The sorcerer’s thunderwave blasts two off the planks (+1 → 5).
  3. End of Round 1. Losses aren’t half; no threshold.
  4. Round 2—Social Push. The bard shouts: “Drop the blades or swim!” With height and spectacle, Advantage applies. d20 + 6 = 17success (+1 → 6).
  5. Hesitation. At 6, the DM calls a group Wisdom save DC 12 using the sergeant’s +1. 10failure: the bandits waver; the party gets one round of parley.
  6. Parley. The heroes offer safe passage if the bandits walk away. The sergeant snarls; no change.
  7. Round 3—Turning Point. The ranger downs the sergeant (leader 0 HP: +2 → 8). The cleric booms with thaumaturgy and a clear promise of mercy; Charisma (Persuasion) with Advantage rolls 21 (beat by 5+) → +2 → 10.
  8. Break. At 10, group Wisdom save DC 15: 12failure. Two bandits drop scimitars; two bolt, provoking Opportunity Attacks. Combat ends via surrender 5e with clean consequences.

DM Quick Guide

  • Price the stakes. Set the failure cost before the first social roll.
  • Move the dial. Adjust every round and on triggers—don’t hand-wave.
  • Reward signals. Grant Advantage for strong, visible leverage; cap tactics at +2/round.
  • Pick the logical exit. Flee if there’s a route; surrender when encircled; parley when leverage or loot exists.
  • Use fanatics sparingly. For zealots, use DC 18 and expect fewer parleys.

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