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<blockquote data-quote="LostSoul" data-source="post: 6550238" data-attributes="member: 386"><p>I use a version of 4E's skill challenges.</p><p></p><p>First I make a Reaction Roll. It's based off the B/X Reaction Roll table but expanded for WotC-D&D CHA modifiers.</p><p></p><p>[code]</p><p>3d6 Roll </p><p>+ Charisma Modifier Reaction Successes</p><p>4 or less Extremely hostile, no dialogue possible --</p><p>5-8 Hostile, possible attack 8</p><p>9-12 Uncertain, cautious, and wary 6</p><p>13-16 Interested in dialogue 4</p><p>17+ Looking to make friends 2[/code]</p><p></p><p>Then I base the NPC's attitude off of that. (Find a reason if the NPC knows the PC's, or just general obstinacy if it's a random encounter.) </p><p></p><p>If I already know what the NPC's attitude is, I don't need to roll.</p><p></p><p>Then we just "role-play". When the player has their PC say something <em><strong>and I don't know how the NPC will react</strong></em>, I ask for a check. These checks aren't always counted as "Successes" as you can see on the table; sometimes it's just a check. It depends on what the PCs are trying to do: reading someone's body language normally requires a check, but it's not going to count as a success towards whatever. If the player has their PC say something that is going to improve relations or move the social conflict in the PC's favour, and I know that the NPC will react that way, I count it as an auto-success. Same thing, but reversed, for failure.</p><p></p><p>I always have the NPC respond to whatever the PC says. Normally this means the NPC asking for concessions about half-way through, then negotiating those concessions. I play the NPC as a character and not part of some kind of mechanical construct; if this means that the conflict dies out before successes or failures are met, that's okay. You'll get a sense of how the NPC "reacts" to the PCs in the future, so you won't need to make another Reaction Roll (barring other events, of course).</p></blockquote><p></p>
[QUOTE="LostSoul, post: 6550238, member: 386"] I use a version of 4E's skill challenges. First I make a Reaction Roll. It's based off the B/X Reaction Roll table but expanded for WotC-D&D CHA modifiers. [code] 3d6 Roll + Charisma Modifier Reaction Successes 4 or less Extremely hostile, no dialogue possible -- 5-8 Hostile, possible attack 8 9-12 Uncertain, cautious, and wary 6 13-16 Interested in dialogue 4 17+ Looking to make friends 2[/code] Then I base the NPC's attitude off of that. (Find a reason if the NPC knows the PC's, or just general obstinacy if it's a random encounter.) If I already know what the NPC's attitude is, I don't need to roll. Then we just "role-play". When the player has their PC say something [i][b]and I don't know how the NPC will react[/b][/i], I ask for a check. These checks aren't always counted as "Successes" as you can see on the table; sometimes it's just a check. It depends on what the PCs are trying to do: reading someone's body language normally requires a check, but it's not going to count as a success towards whatever. If the player has their PC say something that is going to improve relations or move the social conflict in the PC's favour, and I know that the NPC will react that way, I count it as an auto-success. Same thing, but reversed, for failure. I always have the NPC respond to whatever the PC says. Normally this means the NPC asking for concessions about half-way through, then negotiating those concessions. I play the NPC as a character and not part of some kind of mechanical construct; if this means that the conflict dies out before successes or failures are met, that's okay. You'll get a sense of how the NPC "reacts" to the PCs in the future, so you won't need to make another Reaction Roll (barring other events, of course). [/QUOTE]
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