Overloading the Reaction Roll

Velocitree

Villager
Most of us already use some version of a reaction table or gut check for first contact with NPCs and monsters.

I’ve been experimenting with a small extension that adds a bit more tension and opposition, without adding much procedure or replacing roleplay.

I wrote it up here, with an example table and notes from playtesting:

Curious how others here handle initial NPC or monster reactions, or if you’ve tried pushing the reaction roll further.
 

log in or register to remove this ad

Wanna give us a synopsis here of the overloaded reaction roll?

I just made a super simple one for a certain solo RPG I'm working on: NPCs are predetermined to be Friendly, Indifferent, or Hostile. The PC wanting to change that rolls a personality contest (d20) against the NPC's related bonus +14. Reaction shifts one step if the PC wins. Hostile can become Friendly if the PC beats the NPC's bonus +18.
 

Sure thing! Thanks for asking. In a nutshell: Roll 2d12, one Love, one Hate, as opposing rolls. If Love is greater than Hate by 4 or more, a positive reaction. If Hate is greater than Love by 4 or more, a negative reaction. Otherwise, the monster has a neutral reaction, affected by the relative balance of Love and Hate. When Love and Hate tie, the monster's reaction depends on their dice value. Tied values near 1 are indifferent, but at higher tied values of Love and Hate (>6), monsters are likely to react fearfully.

Here’s a table version: odds match well with the traditional 2d6 roll, but give more clear direction to the GM on reactions. And you can run it without needing to consult a table. Like your elegant simple system, PCs can shift values of one or both axes by 3 (one step) if they negotiate/bribe/plead well. NPCs with predispositions have +/- 3 or more to their rolls.
IMG_0269.png
 

Remove ads

Top