Tables: Adventurers!
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REACTION TABLES
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Score [2d6]*
ModifierDescriptionOpponent ReactionRetainer ReactionRecognitionScore [2d6]*
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2-2Terrible, disasterImmediate attackRefuses, insulted (-1 to hire others)Doesn't look familiar at all22.78%
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3-5-1Poor, worse than expectedHostileRefusesUnsure3-525%
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6-80Average, as expectedUncertain, confusedTries to bargainSafe Assumption6-844.45%
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9-111Good, better than expectedNo attack, monster leavesAcceptsThat's the person9-1125%
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122Great, unexpected perksEnthusiastic friendshipAccepts, impressed (+1 to morale)Refuted only by DNA test122.78%
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Score [3d6]*
ModifierDescriptionOpponent ReactionRetainer Reaction
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3-3
Abysmal, disastrous, everything is lost, beyond repair
Attacks immediately, fights to the death
Someone you hired will betray your trust
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4-5-2Terrible, no chance, try a different approachMonster attacksRefuses, insulted (-1 to hire another)
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6-8-1Poor, little worse than expectedMonster is aggressiveRefuses
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9-120Average, Neutral, as expectedMonster is cautious or suspiciousDemands better offer
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13-151Fair, better than usualMonster is neutral, willing to talkAccepts
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16-172Good, got more than expectedMonster is friendlyAccepts, impressed (+1 to morale)
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183Great, impressive success, unexpected rewardsMonster is surprisingly helpful
You hired someone remarkable; you'll see
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From:
http://methodsetmadness.blogspot.com/2015/11/one-table-to-rule-them-all-using-2d6-or.html?m=1
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*Dice Pool Option:
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If reaction is "likely" to be better/worse: Roll 1 extra die and take the two highest/lowest numbers.
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If reaction is "very likely" to be better/worse: Roll 2 extra die and take the two highest/lowest numbers.
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Rumor Adjustments (when rolling on http://aleaiactandaest.blogspot.com/p/rumours_22.html):
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If reaction roll is 10+ add +1 to truth roll; 4-5 subtract -1; 2-3 subtract -2
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Morale Check (d100) (Based on OSRIC)
Morale Roll Modifiers
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Opponents morale starts 50% and is increased by 5% for every 10MR. This can be adjusted based on situation.*
Per ally killed, captured, or fled+5
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Roll under morale opponent keeps fighting.
Side takes 25% casualties+5
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Fail by 25% or less: Fighting withdrawl if conditions allow. (i.e allies to drop back behind), otherwise L1SR on CON or flee.
Numerical inferiority+10
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Fail by 26% to 50%: Flee
Side takes 50% casualties+15
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Fail by over 51%: Surrender
Side outnumbered 2-1 or more+20
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Own leader out of action+25
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Per enemy killed, captured, or fled-5
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Side inflicts 25% casualties-5
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Numerical superiority-10
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Side inflicts 50% casualties-15
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