Reaction: Difference between revisions
From Alrik
No edit summary |
No edit summary |
||
Line 14: | Line 14: | ||
Depending on the situation, further modifiers may come into play (see [[Loyalty]]). | Depending on the situation, further modifiers may come into play (see [[Loyalty]]). | ||
{{Reaction roll}} | |||
Revision as of 05:42, 13 November 2024
Alrik:Handicraft describes articles, which explain old school roleplay as was common in the 70s or 80s. Overall these are things missing from OSRIC™. |
[+]
|
---|
If the adventuring party attempts to parley or negotiate with the other side during an encounter and there is no compelling reason for combat, the Game Master may randomly determine the other side's reaction.
Roll a d% and try to take the circumstances and the overall situation into account. Compare the total result with the entries on the table.
If a party member is the one who speaks first, their reaction bonus (or penalty!) is taken into account.
Expand
Example: The adventuring party encounters drunk gnomes.
Depending on the situation, further modifiers may come into play (see Loyalty).
d% | Reaction roll |
---|---|
≤05 | Violent, the party is attacked |
06-15 | Your money or your life, the party is about to get robbed |
16-25 | Threats, the party has to do the other party a favor |
25-35 | Insults, the group is mocked or provoked |
36-45 | Irritable, the group is treated in an unfriendly manner |
46-55 | Uncertain, the other party does not want to take any risks |
56-65 | Respectful, the other party is polite but does not commit to anything |
66-75 | Friendly, the other party is understanding, may give advice |
76-85 | Cooperative, the other party is willing to cooperate |
86-95 | Helpful, the other party supports the group with advice and action |
≥96 | Enthusiastic, long-term cooperation is possible |