<[TALK]>
Encounter Reactions
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(Alternate Method) |
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Any intelligent creature which can be conversed with will
react in some
way to the character thot is speaking.
Reaction is determined by rolling percentile dice,
adjusting the score for charisma
&& applicable
loyalty adjustment
as if the creature were a henchman of the character speaking,
and
the modified score of the percentile dice is compared
to the table below:
Adjusted Die Score | Reaction |
01 (or less)-05 | Violently hostile, immediate attack* |
06-25 | Hostile, immediate action* |
26-45 | Uncertain but 55% prone toward negative |
46-55 | Neutral - uninterested - uncertain |
56-75 | Uncertain but 55% prone toward positive |
76-95 | Friendly, immediate action |
96-00 (or greater) | Enthusiastically friendly, immediate acceptance |
* Or morale check if appropriate
1. roll d%
2. apply your Comeliness modifier, or, your Charisma
modifier, as appropriate
3. apply your personality adjustments
4. apply the target's personality adjustments
5. length of enlistment or association ?
6. enlistment or association (+5% default)
7. training or status level
8. pay or treasure shared
9. discipline/activity
10. general treatment
11a. racial preference for the speaker
11b. racial preference for the speaker's party
12a. alignment factors of the speaker
12b. alignment factors of the speaker's party
13. alignment of the liege
14. situation modifiers
<notes>
<
TALK(enter species language here,
if there is one)
*
**
***
01 (or less)-05 | ATTACK! |
06-25 | HOSTILE (morale success = ATTACK, morale failure = WAIT & no more TALK) |
14-25 | UNCERTAIN^ (01-55 = HOSTILE) |
46-55 | WAIT (the monster ignores you) |
56-75 | UNCERTAIN^ (46-00 = FRIENDLY) |
76-95 | FRIENDLY (casts healing spells, gives water, gives food) |
96-00 (or greater) | HELPFUL (casts healing spells, invite to lair, give treasure, gives water, gives food, joins party) |
^ [CREATURE NAME] IS UNCERTAIN.
TALK | WAIT | ATTACK | FLEE
If TALK is chosen a second time,
then apply Cha modifier, instead of Cha modifier.
This time 01-55=HOSTILE,
56-00=NEUTRAL || 01-45=NEUTRAL, 46-00 = FRIENDLY.
*
**
***
* note standard total 'personality'
(traits, etc. please ignore my(?) misnomer : everyone says personality,
but psyche has 2 syllables)
** any common situational modifiers
examples:
link to Racial Preferences, or paste the line from the table
gift modifiers (TRADE)
animal intelligence creatures don't usually talk with their dinner (listed
prey)
*** any special situational modifiers
example:
do ettins generate 2 reaction rolls?
example:
griffons are "agressive carnivores"
(UA: use the obviously superior force equation
:
total the number of griffon attacks, and compare to the number of attacks
in the PC party.
I had thought about totalling the number of 5' cubes.
I don't know which would be easier (game school).
cubes might be easier, as the number there is constant.
overall, the mathematical difference might not be that great.
'less than 2%'?)
griffons won't
TALK if they smell horseflesh
example:
copper dragons and hobbits, re-roll the first 05(or less, incl. modifiers)
again, it should be emphasized that
these tables are templates, not rules!
maybe a special template
symbol, character, etc., used throughout the books.
the idea (tabletop) is to save
time (easy, playability) ... but not at the expense of people's creativity,
and DM judgement
the idea (computer) is to ready
templates for UA source code
TALK needs to be made a viable
option, with the potential for ...
>
<
Just an alternate idea (55% of
20 (26-45 or 56-75) is 11)
01 (or less)-05 | Attack! |
06-36 | Hostile |
36-55 | Neutral |
65-95 | Friendly |
96-00 (or greater) | Helpful |
<
01 (or less)-05 | ATTACK = |
06-25 | HOSTILE = |
14-25 | UNCERTAIN = |
46-55 | WAIT = |
56-75 | UNCERTAIN = |
76-95 | FRIENDLY = |
96-00 (or greater) | HELPFUL = |
<
notes (wild
cattle)
if the monster has surprise, or
init., what happens?
D, unmodified? D, only with modifier
for race?
default = WAIT (could be ignore,
etc.) for animals?
>
<
as far as i know, this is how TALK
works:
the monsters respond and interact
only with the ACTIVE character.
for table top play, you could have
a speaking stick (something around the size of a licorice root), or something
like that.
>
<
Length of Association (DMG.240)
as far as i know, each TALK(encounter
reaction) check generates relationship data
RELATIONSHIP.activecharacter
[last TALK base score, start date]
to keep it simple, just measure
Length of Association from when the NPC is first encountered
in other words,
[current date] - [start date] = Length of Association
>
<
an easier way, following the above
idea, is to give each party a #.
If THE MONSTERS WIN!, or the party
disbands (everyone is DROPPED from the party), then that # becomes 0.
After a TALK encounter,
RELATIONSHIP.partynumber
[last TALK base score, start date] is what gets logged.
When that creature is encountered
again, .partynumber gets compared.
If it's the same, then the [last
TALK base score, start date] is referenced.
>
<
another school of thought would
be : generate a new encounter reaction each time.
however, this would go against
the grain of playability.
from a tabletop perspective, it's
easier to just pencil in Friend, or Foe, instead of generating all those
numbers.
>
<
CHA & Com are not a dump stats!
However, do nothing to dispel these
illusions ...
>
Avoiding:
It is alwoys possible to flee from on undesired confrontation
if the other
party is surprised. It is never possible to flee from
on encounter where the
opponent party is in striking range.
(See Breaking Off From Melee, below.)
A party can always flee an encounter if it gains the
first initiotive.
Whether or not the opponent party will follow in pursuit
of the fleeing party depends on the following factors:
1. What you, the Dungeon Master, have stoted in your key
concerning the party, if applicable.
This is first and foremost in ALL cases.
2. What the stated characteristics of the creature(s)
involved are.
That is, if player characters, do they say they will
pursue,
or if monsters,
does their description say that they will always seek
to pursue?
3. Obvious deterrents to pursuit, such as a pool of flaming
oil, a secured
portal, etc. will modify monster behavior accordingly.
4. Fleeing party behavior and/or possessions noted by the opponent party will modify pursuit desire.
5. Relative speed will cause the pursuing party to cease
fruitless chase if they are obviously being outdistanced
(except if the pursuers are player characters who must
state they are halting such chase).
6. Otherwise 50% of the time (d6, 1-3 = pursuit, 4-6 = break off pursuit)
Parleying:
Upon encountering another party, the party with initiative
con always
elect to attempt some form of communication. This can
be a friendly
gesture, a throwing down of arms, offering of treasure,
or some spoken
word or phrase. Just what this effect will be is determinable
only by the
DM considering the prevailing circumstances. It is safe
to say that a group
of elves attempting to parley with a red dragon will
find their efforts
generally unsuccessful unless they also have some obvious
advantage
which the dragon is aware of. It is common for player
characters to attack
first, parley ofterwards. It is recommended that you
devise encounters
which penalize such action so as to encourage parleying
attempts ~
which will usually be fruitless, of course!
Quote:
Originally Posted by airwalkrr
Random musing I thought
I'd share. Was just reading through the AD&D DMG (1e) and noticed the
following on page 63 in the Combat section: "It is common for player characters
to attack first, parley afterwards. It is recommended that you devise encounters
which penalize such action so as to encourage parleying attempts -- which
will usually be fruitless, of course!"
This is exactly the kind of evil DM stuff that I thought made AD&D great and one of the things that makes 3e not so much fun. This is coming from someone whose experience is 90% as a DM of course so your mileage may vary. But I enjoy games where the PCs always face an uphill battle. It keeps the game challenging and unexpected, which I think is healthy.
Heh, Airwalker,
You will get no argumant from me in this regard
BTW, the rare occassion when conversing first and attacking later is what needs be done keeps the players on their mental toes.
Cheers,
Gary
Awaiting Action:
This is self-explanatory, not an attempt to parley but
neither an attack. It is seldom utilized by experienced adventurers.
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