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.