Procedures | - | Explanations | - | How the system works |
Dragon | - | - | Dragon 107 |
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 |
- | 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 |
- | 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 |
- | 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.
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)
- | Adjustment |
Impossible* | -10 |
Very poor* | -6 |
Poor | -3 |
Even | -1 |
Good | +1 |
Very good | +3 |
Certain victory | +6 |
* -- Check morale whenever these conditions hold
- | 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.
- | 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.