One thing that has always bugged me about reaction rolls has
been that they have never followed the basic curve that is presented with most
ability scores. In BX and Labyrinth Lord, they are rolled on a 2d6 table, and
so the Charisma modifiers are all on the 2d6 curve (as opposed to the 3d6 curve
for all other ability scores); and AD&D had a d00 table which did not
follow any curve.
And so, I have come up with the following new tables:
Note that Morale remains on a 2d6 scale, as I feel that
works plenty well as it is.
The Charisma bonus of the party spokesperson affects how the
encountered creatures react; if the character with the 18 Charisma stands at
the back of the party and does not interact, their bonus is worthless; only one
bonus counts, that of the spokesperson. If multiple party members try to speak
all at once, any bonus is lost, but any penalty still applies; in such cases,
there is an additional -2 penalty when dealing with Lawful groups.
Note that there are certain cases where a reaction roll is
not needed. For example, certain humanoids always react with hostility and
immediately attack certain demi-human races (and parties containing members of
such races): kobolds always attack gnomes; goblins always attack dwarves; and
orcs always attack elves. All humanoids otherwise react with a -2 penalty to
any party whose members are of any demi-human race (such as orcs reacting to a
party with dwarves, but no elves).
Chaotic creatures of extra-planar sort have a 5 in 6 chance
of immediately attacking extra-planar Lawful creatures, and vice-versa,
regardless of the reaction roll (as do Champions of Law or Champions of Chaos).
Similarly, any group of obvious Chaotic nature that encounters a group of
obvious Lawful nature has a 4 in 6 chance of attacking without even rolling
reaction; Lawfuls encountering Chaotics have a 2 in 6 chance of immediately
attacking (Orcs encountering the King’s Rangers; Crusaders of Law encountering
members of the Cult of Chaos, etc.).
Other examples also include any party found in a creature’s
lair, most especially if the party has already slain members of the creature’s
clan or tribe or looted their treasury. In such cases, they will be immediately
hostile and attack. They might, if patient and cunning, seek to trap the
intruders in such a way that they gain advantage on their attacks and/or can
eliminate the party without a fight (cf. The Hobbit, ex: Smaug and
Barrel-Rider).
Otherwise, except in cases of immediate attack or immediate
helpfulness, after the initial contact what thereafter occurs is up to how the
party interacts with the creatures. If the party acts or the spokesperson
speaks in a belligerent manner, add 2 to the chance of attacking and subtract 2
from the chance of helping. If they act in a friendly manner add 1 to the
chance of helping and subtract 1 from the chance of attacking; if they act in a
friendly manner and offer gifts, the modifier is 2 instead of 1.
Of course, all this is predicated on the fact that they can
parley in a mutually intelligible language; if this is not possible, and they
are trying to sign or use mummery to negotiate, add 2 to the chance to attack
and subtract 1 from the chance to help.
If the party decides to attack suddenly, the chance of
gaining surprise on an Indifferent, Friendly, or Cordial group is equal to the
chance that they would have helped (2 in 6, 4 in 6, and 6 in 6); surprise only
lasts for one round, regardless of the roll. A party that suddenly attacks
cannot gain surprise on a Neutral, Uncertain, or Unfriendly group.
In the case of a Neutral and Uninterested group, there is a
base chance of attack of 1 in 6 and a base chance to help of 1 in 6. After the
first interaction, apply all modifiers and then check to see if the creatures
attack or help.
If Lawful, first check the chance to help; if that fails,
then check the chance to attack. If Chaotic, first check the chance to attack;
if that fails, then check the chance to help. If Neutral, first check the
higher chance, then the lower chance; if both chances are equal, then roll
50/50 to see which chance is checked first. If the creatures do not attack or
help, continue the parley…
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