Monday, 30 January 2017

The Black Hack : Creature Reactions

TBH Development.

Currently TBH handles creature reactions with a straight d8 roll. Thats ok, i'm happy with the general results at the table - it models the old school 'Not-everything-wants-to-immediately-kill-you' feeling that I think is a huge part of the early D&D experience. But, it seems a little arbitrary and 'spikey'

Here's my working edits, i'm putting this out there because I know some bright spark will have some awesome tweaks, or even better - something different entirely. So here's the whats and the why's.

Roll 2d6. Introduce a bell curve, less random.

We'll be adding the Powerful Opponents modifier. I hate math, but, needs must. Now if you're outclassed your opponent will see you as weak and be more likely to try and squash/subjugate you.

Increase the results available to us. 2-12. More options is always good, but we'll keep them broad for GM interpretation - just as before.

2 - Surrender/Offer their allegiance.
3 - Give the PC's and Item/Info/Aid.
4 - Make a mutually beneficial trade.
5 - Mistake the PC's for friends/allies.
6 - Wait for the PC's to act first.
7 - Withdraw to a safer location.
8 - Demand the PC's withdraw. (if they don't add 1d6 to this result)
9 - Call for Reinforcements. (then see 6)
10 - Trick the PC's using result 2-4 (then see 11)
11 - Capture the PC's.
12+ - Kill/Eat the PC's.

There's a couple of 'Roll again' or 'See result x' .. this adds a This injects a HUGE element of unpredictability into creature behavior, which is exactly what we want to model when we've got random encounters or encounters we haven't pre-planned. After all, the game should be fun for the GM too! I've found these curve balls tend to generate memorable and enjoyable moments.

DB

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