A new loyalty base
All the tables you need, all in one place
by Stephen Inniss


 
Procedures - Explanations - How the system works
Dragon - - Dragon 107

TABLE A: Encounter reactions
 
Adjusted score (d20) Reaction
1 or less Very hostile
2-5 Hostile
6-9 Negative
10-11 Neutral
12-5 Positive
16-19 Friendly
20 or more Very friendly

TABLES B: Encounter reaction adjustments

B1: Charisma Score
 
- Adjustment
-7 -14
-6 -13
-5 -12
-4 -11
-3 -10
-2 -9
-1 -8
0 -7
1 -6
2 -6
3 -5
4 -4
5 -3
6 -2
7 -1
8-12 0
13 +1
14 +2
15 +3
16 +5
17 +6
18 +7
19 +8
20 +9
21 +10
22 +11
23 +12
24 +13
25 +14

B2: Species reaction
 
- Adjustment
Hatred -4
Antipathy -2
Neutrality -1
Tolerance +1
Goodwill +2
Preference +4

B3: Alignment difference
 
- Adjustment
Four places -7
Three places -5
Two places -3
One place -1
None +1

B4: Alignment
 
- Adjustment
Evil -3
Chaotic -2
Lawful +2
Good +3

B5: Physical aspect
 
- Adjustment
Unusual body -1
Unusual clothing -1
Shabby -1
Malodorous -1

B6: Social behavior
 
- Adjustment
Follows all forms +1
Breaks convention -1
Breaks minor taboo -3
Breaks major taboo -6

B7: Social group
 
- Adjustment
Same +1
Different -1
Disliked -2
Hated or despised -4

B8: Inducements
 
- Adjustment
Effective bribe +1 to +4
Ineffective bribe -1 to -4
Threat -1 to -6

Table C: Loyalty (fails when checked if an adjusted d20 is 10 or less)
 
Adjusted total Loyalty rating
-10 or less Traitorous
-9 to -5 Disloyal
-4 to 0 Somewhat loyal
1 to 5 Fairly loyal
6 to 10 Loyal
11 or more Staunchly loyal

Tables D: Loyalty adjustments (see also
encounter reaction adjustments)

D1: Charisma
 
Score Adjustment
1 -7
2 -6
3 -6
4 -5
5 -4
6 -3
7 -2
8 -1
9-13 0
14 +1
15 +3
16 +4
17 +6
18 +8
19 +10
20 +12
21 +14
22 +16
23 +18
24 +20
25 +20

D2: Enlistment
 
- Adjustment
Slave -5
Draftee -3
Bondsman -1
Short-term hireling -1
Long-term hireling -1
Henchman +1

D3: Association
 
- Adjustment
1 month or less -1
1 year or less 0
5 years or less +2
More than 5 years +5
Shared danger +1
Shared hardship +1

D4: Status
 
- Adjustment
Unskilled -3
Semiskilled -1
Skilled +1
Elite +3
Highest rank +5

D5: Pay or profits
 
- Adjustment
None -4
Poor -2
Adequate 0
Good +1
Exceptional +2

D6: General treatment
 
- Adjustment
Extremely cruel -5
Cruel -3
Uncaring -1
Unpredictable -1
Unremarkable 0
Considerate +1
Kind +2
Affectionate +3
Loving +4

D7: Discipline
 
- Adjustment
None -2
Unjust -2
Lenient -1
Sporadic -1
Firm +1
Just +1

D8: Special circumstances*
 
- Adjustment
Murdered faithful follower -8
Tortured faithful follower -6
Abandoned faithful follower -4
Broke oath -2
Fired faithful follower -2
Reduced wealth for follower +2
Risked life for follower  +4
Revived follower +6

* -- Halve these adjustments if the behavior is hearsay; double them if they had a direct effect on the individual concerned.

TABLE E: Morale check results
 
Adjusted score (d20) Action
0 or less Surrender
1-4 Flee
5-7 Retreat
8-10 Fall back or hesitate to enter melee
11 or more Continue struggle

TABLE F: Morale adjustments (see also Loyalty Adjustments)

F1: Perceived odds
 
- Adjustment
Impossible* -10
Very poor* -6
Poor -3
Even -1
Good +1
Very good +3
Certain victory +6

* -- Check morale whenever these conditions hold

F2: Personal situation
 
- Adjustment
One-half of hit points gone** -3
Friends deserting -3
Friends slain -2
One-quarter of hit points gone** -1
Per level/hit die +1

** -- Check morale when these first
occur; the penalty listed also applies on
subsequent morale checks.

F3: Leader's situation
 
- Adjustment
Slain*** -6
Deserting** -5
In difficulty -3
Unconscious** -2
Alive and present +3

** -- Check morale when these first
occur; the penalty listed also applies on
subsequent morale checks.

*** -- <missing from article>

TABLE G1: Interactions of character species and "humanoids"
 
Species DG DH DM ED EG EH EV EWi EWd GD GS 1/2E HH HS HT 1/2O Hu Hd
Dwarf, gray (DG) +4 -2 -2 +2 -4 -4 -4 -4 -4 -2 -2 -1 -1 +1 -1 -1 -1 -1
Dwarf, hill (DH) -2 +4 +2 -4 -2 -2 -2 -2 -2 -1 +2 -1 +1 +2 +2 -4 -1 -4
Dwarf, mountain (DM) -2 +2 +4 -4 -2 -2 -2 -2 -2 +1 +1 -1 +1 +2 +1 -4 -1 -4
Elf, dark (ED) +2 -2 -2 +4 -4 -4 -2 -4 -4 -4 -4 -2 -2 -2 -2 +1 -1 -1
Elf, gray (EG) -2 -2 -2 -4 +4 +2 -2 +1 +2 -1 +1 +2 +1 +1 +2 -2 -1 -4
Elf, high (EH) -2 -2 -2 -4 +2 +4 -2 -1 +2 +1 +1 +2 +1 +1 +2 -2 -1 -4
Elf, valley (EV) -2 -2 -2 -2 -1 -1 +4 -1 -1 +2 +2 +1 -1 -1 +1 -2 -1 -4
Elf, wild (EWi) -2 -2 -2 -4 -1 -1 -2 +4 -1 -2 -2 -2 -2 -2 -1 -2 -2 -4
Elf, wood (EWd) -2 -2 -2 -4 +2 +2 -2 -1 +4 -1 -1 +2 +1 +1 +2 -2 -1 -4
Gnome, deep (GD) -2 -1 +1 -4 -1 -1 +1 -1 -1 +4 +2 -1 +1 +1 +1 -2 -1 -4
Gnome, surface (GS) -2 +2 +2 -2 +1 +1 +2 -1 -1 +2 +4 +1 +2 +2 +2 -4 -1 -4
Half-elf (1/2E) -1 -1 -1 +4 +4 +4 +4 -2 +4 -1 -1 +4 -1 -1 +1 -2 +1 -4
Halfling, hairfooot (HH) -1 +1 +1 -2 +1 +1 -1 -1 +1 -1 +1 -1 +4 +4 +4 -1 +1 -2
Halfling, stout (HS) +1 +2 +2 -2 +1 +1 -1 -1 +1 +1 +1 -1 +4 +4 +4 -1 -1 -2
Halfling, tallfellow (HT) -1 +1 +1 -1 +2 +2 +1 +1 +2 -1 +1 +2 +4 +4 +4 -1 -1 -2
Half-orc** (1/2O) -1 -4 -4 -1 -2 -2 -2 -2 -2 -2 -4 -2 -1 -1 -2 +4 +1 +1
Human (Hu) -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 +1 -1 -1 -1 -1 +4 -2
"Humanoid"** (Hd) -1 -4 -4 -1 -4 -4 -4 -4 -4 -4 -4 -4 -2 -2 -2 +1 -2 X

* -- Reaction of elves is according to the half-elf 's elvish ancestry if this is less favorable.
** -- For interaction of half-orcs with humanoids, use figures for orc instead of half-arc if they are less favorable.

TABLE G2: Interactions of humanoid species
 
Species Bugbear Gnoll Goblin Hill giant Hobgoblin Kobold Ogre Orc Troll
Bugbear +4 +1 +2 +1 -2 -2 +1 -2 -1
Gnoll +1 +4 -2 +1 -1 -2 +2 +1 -1
Goblin +2 -2 +4 -1 +1 +2 -4 -1 -2
Hill giant +2 +2 -2 +4 -2 -2 +2 -1 +1
Hobgoblin* +1 -1 -1 -1 +4 -2 -2 +1 -4
Kobold -2 -4 +2 -2 -2 +4 -4 -2 +1
Ogre +1 +1 -2 +2 -2 -2 +4 +1 +1
Orc* -2 -1 +1 -2 -1 -2 +2 +4 -4
Troll** -2 -1 -2 +1 -4 +1 -1 -2 +4

Note: The more powerful of the two species will always bully and harass the less powerful unless the reaction is +2 or better.
* -- With respect to other orcs or other hobgoblins, -4 instead of +4 if they are from rival groups.
** -- With respect to other trolls, -1 instead of +4 if they are from rival groups.

TABLE H: Reactions between alignment types
                                                                                                                                            Reaction of alignment at left to:
LG NG CG - LN N CN - LE NE CE
Lawful good (LG) +6 +2 -2 - +1 -3 -7 -4 -8 -12
Neutral good (NG) +4 +4 0 - -1 -1 -5 -6 -6 -10
Chaotic good (CG) +2 +2 +2 - -3 -3 -3 -8 -8 -8
- - - - - - - - - - - -
Lawful neutral (LN) +4 0 -4 - +3 -1 -5 -2 -6 -10
Neutral (N) +2 +2 -2 - +1 +1 -3 -4 -4 -8
Chaotic neutral (CN) 0 0 0 - -1 -1 -1 -6 -6 -6
- - - - - - - - - - - -
Lawful evil (LE) +2 -2 -6 - +1 -3 -7 0 -4 -8
Neutral evil (NE) 0 0 -4 - -1 -1 -5 -2 -2 -6
Chaotic evil (CE) -2 -2 -2 - -3 -3 -3 -4 -4 -4

    Of the character abilities described in the
Players Handbook, charisma is perhaps the
most frequently disregarded. Players give
charisma a low priority when they are forming
player characters, and a high charisma
score is considered to be ?wasted.? This is
because, unlike other character abilities,
charisma has a minimal effect on the course
of a game. If the referee considers charisma
effects at all, it is likely to be through the
use of informal estimates. The reaction,
loyalty, and morale checks described in the
Dungeon Masters Guide are seldom used
and often ignored entirely.

One reason for this neglect is that the use
of reaction rolls and the like may interfere
with the dramatic structure of an adventure.
Randomly determined reactions tend
to lead to an adventure that meanders,
rather than to a coherent and interesting
story that will hold the attention of players.
Besides, player characters are unpredictable
enough, and dealing with the unexpected
actions of non-player characters as well is
too much to handle, since it is a great waste
of time and effort to plan for every possible
outcome and since it can be equally difficult
to ?wing it? when the action takes an unexpected
turn. Faced with these problems, it is
not surprising that most DMs simplify the
situation by setting whatever NPC reactions
they find most appropriate to the scenario.
Charisma effects take a back seat to such
considerations.

Another barrier to the application of
charisma scores in a campaign is that the
processes are complex, and the results are
sometimes difficult to interpret. Relevant
information is scattered through the official
rulebooks: on pages 10, 36-37, 63, 67, 102,
and 106 of the DMG, on page 13 (Charisma) (Racial Preferences) of the
Players Handbook, and even on page 7 of
Legends & Lore. If comeliness scores are
also used in the campaign, the DM might
need page 6 of Unearthed Arcana as well.
The DM may have to consult lists and
tables in up to three or four separate places,
determine which factors are relevant (many
are not) and which are redundant (many
are), and finally add them all up and apply
them to a dice roll.

It may even be necessary, as in the case of
the morale check roll, to consult yet another
table and make yet another calculation.
Confusion is increased by the fact that while
a high die roll is favorable in reaction
checks, it is unfavorable in a morale or
loyalty check, even though the systems
share a number of tables and modifiers.
When (or if) a result is calculated, there is

still the problem of interpretation. For
instance, the Encounter Reactions table on
page
63 of the DMG is phrased in the terms
of the typical fight-or-flight encounters
of underground "dungeon" adventures, and
this makes it difficult to apply the results to
other sorts of interactions.

Consider the example of an encounter
between a group of adventurers and a peas-
ant farmer along a busy road. One of the
party hails the farmer and asks the way to
the nearest inn. After a minute or so of
hasty
calculation, the referee finds that the
adjusted score on the Reaction Table is less
than 05: ?Violently hostile, immediate
attack.
? What does the farmer do? Run
away
screaming? Attack with his pitchfork?
It?s hardly surprising that DMs ignore such
results,
and that many have taken the next
logical step and dispensed entirely with
reaction rolls and the rest. They use the
characters' roles rather than dice rolls to
determine what happens. In fact, the DMG
encourages this (see page 37).
 

There is nothing wrong in itself with
downplaying or eliminating charisma effects.
As an alternative to the rules as they are
written, it is likely to benefit the campaign as a
whole. However, it is unfair to
players who by chance or choice have taken
characters that have high charisma scores,
since it leaves no solid basis for determining
the effect of charisma on the action of a campaign.
Other character abilities, such as STR or DEX,
have a direct and well-defined effect on the lives of PCs,
but the effect of CHA becomes
nebulous or nonexistent. CHA is a useless appendage.

A partial solution to this problem is to
rewrite the rules for charisma effects, to
make them more attractive, less complex
and time-consuming, and more broadly
applicable in their results. This solves the
second major problem mentioned above,
that the charisma effect rules are too hard to
use, and it even reduces the primary and
more difficult conflict between random
determination and planned events.

If the
result of a reaction roll or loyalty check
is easy to find, the DM has more time to
decide whether to accept, reject, or modify
the result. If actions are preplanned, a more
flexible set of rules may at least allow charisma
effects to determine how these actions
are carried out.

A first step toward simplifying charisma
effects is to use d20 rather than the percentile
dice of the official system. A d20 is
easier to read and calculate from, since the

numbers are smaller and the operations are
more familiar (from combat and saving throw
procedures). Little if any accuracy is
lost, since the important parts of the official
system use increments of 5%, which are
equivalent to 1 on a d20.

The systems are also easier to use if procedures
are standarized, so that a high roll
is favorable in all cases. Another way to
make the systems easier is to gather
all of the relevant info into a single
place and eliminate many of the apparent
redundancies as possible.
(For instance, the Situation Modifiers on page 37
of the DMG and the Morale Check Modifiers on page 67
overlap and could be consolidated.)
The number of modifying factors
should be kept low, since it would be impossible
to take everything into account and
since the random roll itself may be taken
to represent effects that aren't accounted for
with the modifiers. Last but not least, the
modifiers and the results given in the tables
can be rephrased to make them more broadly
applicable.

One possible result of the above changes
is shown in the following tables and explanations.
In some cases, official figures have merely
been converted into d20 form. In other cases,
they have been modified to a greater or lesser extent,
and in a few cases, new info has been added.

Procedures
The reactions of NPCs in an encounter
are determined on table A. One d20 is
rolled, and the result is modified according
to factors listed in the B tables. The single
die roll is equally applicable whether groups
or individuals are to be checked, though
different modifiers may apply to reactions
between particular individuals and subgroups
in such encounters. The reaction roll applies
to immediate impressions, and over time
the basic (unmodified) score will tend
towards neutrality, or 10. In important
long-term interactions, this may be done
by moving the initial basic score towards this
figure at the rate of about 1 per day of association.
Note, too, that reactions may
change as more information becomes
available to the reacting party. In any continuing
relationship, actions are determined according
to loyalty rather than by initial reactions.

Loyalty applies to relations between
partners in an enterprise, leaders and followers,
allies, landlords and tenants, and so
on. In any situation that tests loyalty (other
than one which involves combat or some

other sort of physical conflict), a d20 is
rolled. If the score and its adjustments
amount to 10 or less, then loyalty has
failed and the character in question will do
something contrary to the interests of the
companion or liege. Loyalty checks occur
when there is an obvious opportunity for betrayal,
whether major or minor; the DM must
determine which are appropriate. Since the
factors controlling loyalty seldom change,
they should be recorded with the rest of an
NPC's characteristics. Adjustments to
loyalty may be found in the B tables
(except for B1, since the CHA effect on loyalty
is found on table D1), and in the D tables.
Loyalty may be apparent from a character's
general attitude as well as from particular
crucial acts, so the general loyalty of a
character is described in table C.

Morale in situations of physical conflict
depends on loyalty, if applicable (independent
individuals have no loyalty adjustment, of course)
and on the situational
modifiers in table F<> The result of the d20
, plus modifiers, is determined on table E
whenever morale is checked. Morale checks
may apply in other situations than combat:
in fighting a fire, for instance, or in an
effort to rescue treasures from a sinking ship
-- any action involving the possibility
of direct physical harm.

Explanations
Table A shows the possible results of
encounter reactions. The descriptions may
serve as a guide to the behavior of NPCs in
almost any sort of encounter, from something
as simple as buying lunch to something
as complicated as negotiating a treaty.
The attitude of the character is described,
not the actions. How the character's feelings
will be expressed depends on the individual
and on the context of the situation. Only
insane or unstable individuals will choose
inappropriate or excessive responses. Even
the most hostile individuals will rarely launch
unprovoked physical attacks, though they
may well be looking for provocation
and they will certainly choose some other
means than a verbal or legal attack.
Similarly, the very friendliest individual is
hardly likely to offer up all his belongings or
blindly grant any request.

The B tables show possible adjustments
to the d20 score according to the nature of
the individual or group stimulating the response.
All applicable modifiers are cumulative,
and some of the tables carry more
than one appropriate adjustment. Note that
only info avail. to the reacting party is used,
and that the reaction
score may be modified as more info comes to light.
    For instance, alignment is
    seldom evident at a glance, but may
    be apparent after a short conversation.

Table B1 shows adjustments for the CHA
of the individual causing the reaction.
This can only be applied to particular members of a group
if the encounter includes
several different characters. The numbers
are translated directly from those given in
the PH and DDG, except for the adjustments for CHA scores
between -1 and -3, which are not provided
in the official rules.

Table B2 is termed "species reaction"
rather than "racial reaction," since the term
"race" may be used to describe different
subtypes within a species (such as human races)
and since the table applies to reactions
between widely differing creatures --
humans and blink dogs, for instance, or
kobolds and treants -- as well as to
reactions between the humanlike species. The
DM must determine which sorts of reactions are appropriate.
For instance, kuo-toa probably hate dark elves,
while burrowing animals are likely to feel goodwill toward gnomes.

    The Players Handbook (page 18) implies
that "tolerance" is more favorable than
"neutrality," while the DMG (page 37)
implies otherwise. The sorts of adjustments
implied in the Players Handbook are used
here. For ease of reference, the Racial
Preference Tables from page 12 of Unearthed Arcana
and page 106 of the DMG
are retranscribed here in tables G1 and G2.

Table B3 shows adjustments according to
the difference in alignment between two
parties. The difference is measured according
to the number of changes that must be
made on the law/chaos and good/evil axes
to move from one alignment to another.
Thus, the chaotic good alignment is one
removed from neutral good or chaotic neutral,
two removed from lawful good or true
neutral or chaotic evil, three removed from
lawful neutral or neutral evil, and four
removed from lawful evil. Note that this
system is not the one given in the DMG, it
allows for the use of partial information. A
lawful character knows that a chaotic one is
at least two places removed, and may act
accordingly, even if the entire alignment
remains unknown.

Table B4 lists cumulative adjustments
according to the alignment components of
the party causing the reaction. Evil characters
are not well liked or trusted even by
others of their ilk, all other things being
equal. Chaotic characters of any sort are
also at a penalty because of their unreliable
nature. The reverse applies to lawful and
good individuals. Thus a lawful-evil character
operates at a penalty of -1 if his alignment
is known, while a chaotic-good one
gains a bonus of +1 overall. Table H illustrates
reactions between different alignment
types, taking into account tables B3 and B4.
Table H is given by way of demonstration,
and may also serve as a handy reference for
cases in wihch the entire alignment of a
creature is known to the realtor. Creatures
must have an intelligence of low or better to
be affected by alignment considerations,
since they cannot react to what they can't
understand.

Table B5 describes penalties for the physical
aspect of an individual, since appearances
are very important in first
impressions. "Unusual body" applies to
such things as obesity, uneven coloration, a
missing hand or leg, a harelip, or even to
coloration of features which are not found
locally. Adjustments apply to each such
characteristic. Similarly, the adjustment for
unusual clothing is applied for each item of
strikingly odd or inappropriate apparel. It
might include adjustments for too much or
too little jewelry, garish or very dull colors,
presence or absence of nose rings or tattoos,
or the presence of such bizarre things as an
ioun stone. (How would you react to someone
with a rock whirling around his head?)
The "shabby" adjustment is a general one,
as is the adjustment for "malodorous." Note
that both of these are relative, like the other
adjustments for physical aspect. To take an
example from the history of the real world,
the Amerindians of what is now the eastern
United States found Europeans to be malodorous,
but the Europeans didn't mind each other.

Table B6 lists adjustments according to
the social behavior of a character or group.
Only natives and long time residents in a
culture can hope to follow all the forms
correctly, though a clever foreigner might at
least avoid giving offense. The categories of
convention, minor taboo, and major taboo
are broad and particular actions may fall
into different categories even with two
individuals from the same culture. Many
conventions, some minor taboos, and even
some major taboos may seem bizarre to
outsiders. Player characters may meet with
difficulties in isolated or far distant lands.

    To take examples from contemporary
North American society, breaches of convention
might include such things as going
barefoot in an office building or library,
failing to shake hands when introduced, or
failing to wear a tie on an important occasion.
Minor taboos might be taken to include
those against extremely foul language,
against urinating in some undesignated
public place (such as against the side of a
building), against spitting indoors, or
against marriage between people who are
from very different age groups. Majore
taboos might be taken to include those
against public nudity (in most contexts),
incest, and cannibalism. Major and minor
taboos are likely to be backed by laws, so
that the consequences of breaking them may
extend beyond mere likes and dislikes. A
penalty is applied for each breach of convention
or violation of taboos.

Table B7 lists adjustments according to
social differences. Hated or despised groups
include historical enemies, members of
ritually unclean professions or social classes,
slaves in the more repressive slaveholding
cultures, and (from the point of view of
slaves) the slaveholders in these same
cultures. Disliked groups include typical slaves
(or again, members of the slaveholding
class, from the slaves' point of view), and
members of other groups that may be seen
as too weak, too powerful, or too different.
Moneylenders, tax collectors, thieves and
prostitutes are typically disliked if they are
identified. In some contexts, members of
the watch, prosperous merchants, and other
representatives of the established order
might also be disliked.

    Those who are fortunate enough to escape identification with disliked, despised,
or hated groups may still be identified as
"different," and this also carries a penalty.
Social groups are quite exclusive in most
cases, and it is unlikely that foreigners of
any sort will escape this penalty if they are
identified. Social class and physical type are
often important as well. Only one penalty
applies to members of ?different? groups.
A small bonus is allowed for interactions
between members of the same social group.
All of these adjustments are based on superficial appearances, and no adjustment applies if the reactor is unsure whether a
character is a member of the same social
group or not.

Table B8 lists the effects of bribes and
threats. These terms are broadly applicable
and are without moral implications.
?Bribes? include such things as an invitation to dinner or an innocent offer of assistance, while a ?threat? might be a subtle
thing such as standing too close to a small
individual or (with a merchant) declaring
an intention to deal elsewhere. Whether or
not a bribe or threat is effective does not
depend on a reaction roll. Instead, it depends on the motivations of the NPC (a
loyalty or morale check may be appropriate). Ineffective bribes, whether the amount
of the bribe is accepted or not, always cause
a cooling of relations, while effective ones
warm things up a bit. Threats are always
damaging, whether they work or not. The
magnitude of the effect varies within the
limits shown, minor bribes and threats
having only a small effect on relations.

Table C describes the loyalty of one individual to another, according to the cumulative loyalty adjustments from tables B2
through B8 and D1 through D8. The fact
that there are a number of adjustments to
loyalty is offset by the fact that loyalty
needn?t be recalculated very often. The
highest possible loyalty rating might indicate staunch, unswerving loyalty or fanatical loyalty. Which type depends on the
nature of the individual, since some personalities are simply not prone to fanaticism.

Table D2, Enlistment, applies only to
followers and not to free associates. If conditions of employment change, so might
adjustments for the kind of enlistment, A
slave might be granted freedom but remain
as a hireling, for instance.

Table D3 lists adjustments for the kind
and quantity of association between characters. The passage of time naturally increases
loyalty regardless of other factors, and
equally and fairly shared danger or hardship may also increase loyalty.

Table D4 lists adjustments according to
the status of a follower (actual status, not
training or level of skill). The highest rank
includes who are in closest counsel with
their leader. It is quite likely that henchmen
will be in this rank, but under some circumstances they may be excluded.

Table D5 applies to any sort of associate:
Pay is the factor in the case of followers,

and shares or profits are the usual measure
with partners and free associates. This
adjustment depends on the character?s
expectations, so that a partner who hadn?t
expected any profit is considered to be
adequately provided for, even if no money
has been forthcoming. Similarly, greedy
individuals may regard food pay as poor.

Table D6 shows adjustments for the sort
of treatment an associate has received.
Since alignments also figure in loyalty, it
might be thought that these adjustments are
superfluous, but since behavior towards a
particular individual is not always in accord
with a character?s general alignment, it is
reasonable to take particulars into account.
Only one adjustment from this table can
apply unless an individual is insane.

Table D7 applies only to followers. It is
possible for more than one adjustment to be
applicable ? firm but unjust discipline, for
example. As with other adjustments, the
perception is more important than the
actuality.

The special adjustments in table D8 are
largely self-explanatory. An individual?s
views on such subjects as murder are a
separate matter; even the most evil character is uncomfortable as the associate of one
known for killing associates.

    All of the adjustments on the B tables
apply to loyalty, except for those from B1.
Gifts and bonuses count as ?bribes? on
table B8. It is up to the DM to decide
whether or not the effect of a gift or bonus
has faded with time.

    Table E lists the results of morale checks.
The conditions ?flee? and ?surrender?
may be interchangeable under certain circumstances.
Obviously, trapped individuals cannot flee, and those faced by an unforgiving enemy cannot surrender.
A slight failure of morale may lead a party to hesitate before entering the fray. In such cases, a morale check is made on the following round to
determine whether the party will break
down further, continue to procrastinate, or
join the struggle. Note that the fact that
morale is maintained does not necessarily
mean that the party will continue blindly
onwards. Rather, firm morale indicates an
inclination to keep fighting in the most
appropriate way. This may include such
actions as sending or going to fetch help.
Morale failure means that the party will
give up at least until conditions change for
the better.

    Table F1 lists adjustments according to
how the situation  looks,  not necessarily
according to the way it is. There is no direct
way, for instance, of knowing how many hit
dice are lined up on the opposing side.
Illusions and non-magical bluffs may play a
major role in perceptions. Naturally fearful
characters will put the worst possible interpretation on events, while the brave and cheerful are more likely to overestimate
their chances. Inexperience may have an
effect, either for better or worse. Note that
50-50 odds are not palatable even to the
most battle-hardened individuals.

Table F2 lists adjustments according to an
individual?s personal situation. Like table
F1, it applies to those who have no external
loyalties as well as to those with attachments
to others on their own side of the conflict.

Table F3 applies only to followers. Note
that it is possible for a leader to die or abandon the enterprise without his followers
becoming aware of the fact.

Tables G1 and G2 are adapted from
official tables of interspecies reactions. The
letter codes have been abandoned, and the
adjustments are listed directly to save the
DM time and trouble.

Table H is included for situations in
which alignments are known. It might also
be shown to players who are choosing alignments for their characters.

C o m e l i n e s s
The comeliness attribute described in
Unearthed Arcana  may be difficult to use
even with the official system. No tables are
provided, so the DM must either make
rapid calculations or know the results by
heart when adjusting reaction rolls for
comeliness. The DM must also deal with
half-percentile points, since comeliness
scores of 19 and 21 yield reaction bonuses of
+28½% and +31½%. Also, while it is
implied that low comeliness may effect
reactions, no figures are given. A minor
problem is that a goodly number of characters will fall into the ?homely? category (7
to 9), since these scores are close to the
average of 10½. Another odd characteristic
of the rules is that they yield some large
jumps in adjustments from one comeliness
score to another (particularly the increase
between comeliness scores of 21 and 22).
Most of these characteristics can be seen in
the table shown below (numbers have been
rounded off).

                                             Reaction adjustment
Comeliness  d100 system d20 system
-16 to 9 ? ?
10 0 0
11 0 0
12 0 0
13 0 0
14 +14 +3
15 +15 +3
16 +16 +3
17 +17 +3
18 +27 +5
19 +28-29 +6
20 +30 +6
21 +31-32 +6
22 +44 +9
23 +46 +9
24 +48 +10
25 +50 +10
26 +52 +10
27 +54 +11
28 +56 +11
29 +58 +12
30 +60 +12

Under the circumstances, it may be best
to ignore the figures given and use a different system. One possibility is suggested
here. As with the official rules, comeliness

only affects reactions, not loyalty or morale.
Usually, it is effective for the first few
rounds of interaction (say, two to five), after
which the charisma score is used instead.
Table B1 may be used for comeliness effects.
For the duration, comeliness is used in
place of charisma. Scores above or below
the range shown on table B1 are given the
s a m e   a d j u s t m e n t   a s   a   - 7   o r   + 2 5   s c o r e .   A l l
t h e   o t h e r   r u l e s   g i v e n   i n  Unearthed Arcana
still hold under this system -- negative
comeliness is treated as positive in interactions between evil characters of evil alignment if it is -9 or less; comeliness effects
only apply to reactions of the more or less
human creatures (possibly including satyrs,
mermen, and centaurs); and, a high comeliness score may have a special  fascination
effect that can override normal reactions
and behavior.
In the examples that follow, charisma is
used and comeliness is ignored, but comeliness might be substituted as described
above when the encounter spans only a few
m i n u t e s .

H o w   t h e   s y s t e m   w o r k s
E x a m p l e   1 :   Ruby Sandheaver, an enterprising young halfling, has discovered a
baggage-laden and unattended horse outside the local inn.
Her charisma is above average at 14 (+2) and the horse has no
special dislike for halflings, which is to say it
tolerates them (+1). Alignments are not
important to creatures of animal intelligence, and to a horse there is nothing unusual about Ruby's physical aspect (hairy
feet don't count).
Ruby knows her way around horses and
ponies, so the DM grants her a bonus for
following the correct forms (+1). Finally,
she has bribed the horse with an apple, a
fairly effective bribe (+2). A roll of 9 on
d20 indicates a negative reaction; if it
weren't for the other factors the horse would
resist being led away. With a total adjustment of +6, however, the score reaches 15:

the reaction of the horse is positive, and
with a little urging it will follow her, though
perhaps not as quickly as she might like and
perhaps not down a dark narrow alley. On a
roll of 15 or more the horse would? have
followed her without question (adjusted
score of 20+), while even a roll of 1 would
merely have meant a negative reaction and
perhaps some resistance.

E x a m p l e   2 :   Unferth the Unlucky, a
human fighter, has just returned from the
wilderness and has entered an inn in search
of a room. He asks the price. Unferth?s
charisma is low, but not exceptionally so, at
8 (no adjustment). The innkeeper is a fellow
human (+4). Alignments remain unknown
in this encounter since Unferth has taken
care to hide his holy symbol, which might
give offence. Unferth is wearing decent and
unremarkable clothes, and has no notable
physical defects. However, he hasn?t
cleaned or changed his clothes in two weeks
of wilderness adventuring (-1 shabby, -1
malodorous). In the short while the innkeeper has been watching him, he hasn?t

broken any conventions or taboos, but
neither has he had time to establish himself
as a correct follower of social forms. Unferth speaks the local language without an
accent, and leaves no clues as to his social
group. He hasn?t made any bribes or
threats.

Unferth?s adjustment, then, is +2, and
on the average he should get a fairly decent
reception. However, a roll of 3 on d20
indicates poor treatment: the adjusted score
is 5, or ?hostile.? The innkeeper growls that
there are no rooms left. (There is one, but
there are plenty of customers in this season
and the innkeeper can afford to be choosy.)
Unferth offers to pay more than the going
rate if a room can be found somehow. With
almost any businessman this is an effective
bribe, so he gets a bonus of +1 (and no
more than that since he didn?t say how
much more he was willing to pay). The
result is now 6, or ?negative;? the innkeeper states that he ?might find a room
somewhere.? While Unferth may discover
that service is poor, at least he has a place to
sleep. He goes outside to fetch his horse.

E x a m p l e   3 :   Percival the Merciful, a
paladin, has entrusted the potboy at his inn
with a written message, to be carried
quickly and secretly to one Rustum the
Righteous, who lives across town. The boy
has covered barely half the distance when
he is accosted by a friendly looking man
(actually Khalid the Squalid, an assassin)
who offers to pay him a silver piece for what
he carries. A silver piece is a lot of money;
the boy?s loyalty must be checked. Percival?s charisma is 17 (+6 to loyalty). The
boy is a short-term hireling (-1) and has
only known Percival for a week (-1). He is
presently performing unskilled labor (-3).
He is adequately paid with a few coppers,
plus another when he returns (no adjustment). Percival and the boy don?t know one
another well enough for adjustments for
general treatment to apply, and discipline is
also inapplicable.

However, the boy has heard that Percival
once risked his own life to save a follower
(this is hearsay, so only half the usual adjustment, or +2, is all that applies). The
boy is of the same species as Percival (+4),
and is of the same alignment (+1). Percival?s alignment is well known, since his
profession is well known, so Percival gains
the benefit of being lawful (+ 2) and good
(+3). Percival is not physically ?offensive
(his light hair and eyes are not considered a
defect locally, even if they are unusual).
However, his behavior is not perfect by local
standards even if he hasn?t broken any
taboos or conventions (no adjustment).
Since he is a foreigner, his social group is
different (-1). Finally, the promise of a
second coin when his message has been
delivered counts as an effective bribe (+1).
Overall the adjustment is +13; nothing can
persuade the boy to relinquish the message.
A reaction roll to Khalid might be appropriate here, but is unnecessary, since the responses range from a very polite refusal to a
very impolite one.

At a word from Khalid, three more men
step out of the shadows further down the
street, blocking escape. Khalid draws a
dagger and threatens the boy, telling him he
can go free is he hands over the message.
This is a morale check situation: the boy is
in direct physical danger. The odds, as he
clearly sees them, are poor. The only applicable modifier is -6 for the perceived odds,
while his loyalty modifiers (as already
stated) are at +13. The morale adjustment,
therefore, is +7. A roll of 4 on the d20 is
low, but the boy?s morale holds, and he
ducks past Khalid (who narrowly misses
him with the dagger) and escapes down a
side street. Percival's urgent message will
get to Rustum after all.

E x a m p l e   4 :   Og "The Barbarian"
Aragson is walking the narrow ways of the
canal town of Vence when he sees a man
heavily laden with a pack of clay pots slip
and fall into the water. An interested crowd
gathers to watch as the man struggles to
extricate himself from his sinking burden.
He is on the point of being pulled under
then Og jumps into the smelly water, cuts
him free, and tows the exhausted and distraught merchant to a boat landing. Under
the circumstances, even a hostile reaction
might indicate a muttered word of thanks.
The d20 score, however, is 1, and although
Og has a charisma of 13 ( +1) and is of the
same species as the merchant (+4) these
bonuses are negated by other factors. Og
bears his weapons openly, which is contrary
to the Vencian practice of concealing any
lethal instrument (-1 for a breach of convention); he bears a tattoo on his right arm,
which is contrary to Vencian practive (another -1 for breaking convention), and he
bears a great deal of gaudy and tasteless
jewelry (-1 for ?unusual clothing?). Moreover, members of Og?s nation frequently
serve as mercenaries in the private armies of
the town?s various factions, and their loud,
rude, and bawdy behavior offends the citizens (-2 for being a member of a disliked
social group). The adjustments cancel out,
so the modified reaction roll is still 1, or
?very hostile.? As soon as he recovers his
breath, the man begins to berate Og for not
saving his merchandise!

?Fool! Interfering oaf! I can swim, but
can my pots? My life? My life lies now at
the bottom of the canal! I am ruined. . . .?
The man will continue to tear his hair, roll
his eyes, and spit in the Vencian manner, all
the while throwing curses at Og?s rapidly
retreating back.