Reaction Rolls

Not everything wants to fight. Reaction rolls let the world surprise you — and your players.


Why This Matters

Don’t pre-script NPC behaviour. A goblin patrol might be lost, hungry, or fleeing something worse. Bandits might want to negotiate. Even a troll might pause if offered food.

The reaction roll creates emergent encounters. You discover what happens alongside your players, and that’s part of the fun.


When to Roll

Roll when the party encounters creatures whose intentions aren’t already established. Don’t roll for mindless creatures, sworn enemies, or when the party attacks first.


The Roll

Roll 2d6:

Roll Reaction
2 Hostile — attacks immediately
3–5 Unfriendly — threatens or demands
6–8 Uncertain — wary, waiting
9–11 Friendly — willing to talk
12 Helpful — offers aid

Adjust for context: weapons drawn, reputation, gifts offered, what the creatures are protecting. A +1 or −1 either way is usually enough.


After the Roll

The result is a starting point. Good roleplay can shift it — if what the party says or offers makes sense, move the reaction one step without a roll. If it’s a hard sell, call for a CHA check.


Retainers

Hiring retainers uses a similar 2d6 reaction roll. See Retainers for details.