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Version 1.25
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    • Revision History
  • Introduction
    • Introduction for Beginners
      • Creating a Character (Generic)
    • Creating a Character for the Campaign
      • MS-Word Character Sheet
      • Blank Character Sheet
      • Example Character
  • Ability Scores
    • Strength
    • Intelligence
    • Wisdom
    • Dexterity
    • Constitution
    • Charisma
  • Character Races
    • Dwarf
    • Elf
    • Gnome
    • Half-elf
    • Halfling
    • Half-orc
    • Human
    • Racial Preferences
  • Character Classes
    • Secondary Skills
    • Gaining Levels
    • The Cleric
    • The Druid
    • The Fighter
    • The Paladin
    • The Ranger
    • The Magic-user
    • The Illusionist
    • The Thief
    • The Assassin
    • The Monk
  • Equipment
    • Money
    • Character Expenses
    • Armor
    • Weapon Proficiency
    • Weapon Attributes
    • Missile Weapons
    • Melee Weapons I
    • Melee Weapons II
    • Weapon Descriptions
    • Miscellaneous Equipment
    • Encumbrance
  • Additional Rules
    • Alignment
    • Character Traits
    • Time
    • Distance
    • Movement
    • Exploration
    • Adjudicating Actions
    • Languages
    • Pursuit and Evasion
  • Combat
    • How Combat Works
      • Example of Combat
        • Aggro the Axe
        • Abner
        • Arkayn
        • Arlanni
        • Gutboy Barrelhouse
        • Balto
        • Blastum
        • Barjin
    • Hit Points
    • Saving Throws
    • Surprise
    • Encounter Setup
    • Encounter Reaction
    • Declare Intentions
    • Initiative
    • Combat Actions
      • Avoid
      • Parley and Gauge Reaction
      • Delay or Ready
      • Ranged Attacks or Abilities
      • Move or Manipulate
      • Melee
      • Typical Time Requirements
      • Combat Modifiers
      • Combat Modifier Tables
    • Morale
  • Magic
    • Preparing Spells
    • Casting Spells
    • Acquiring Spells
    • Spell Books
    • Adjudicating Spells
    • Magic Resistance
    • Spell Research
  • Spells
    • Cleric Spell List
    • Druid Spell List
    • Magic-user Spell List
    • Illusionist Spell List
  • Additional Classes
    • The Barbarian
    • The Bard
    • The Death Master
    • The Shaman
    • The Witch Doctor
  • Dungeonmastering
    • Encounter Design
    • Conducting the Game
    • The Campaign
    • Monsters and Organization
    • Construction and Siege
  • Playing the Game
    • Sample Dungeon I
  • Adventures
    • Dungeon/Underground Environments
    • Wilderness/Outdoor Environments
    • Aerial Environments
    • Waterborne Environments
    • Underwater Environments
    • Extraplanar Environments
  • Non-player Characters
    • Special Roles of the Dungeon Master
    • Player Character Interactions
    • Hirelings
    • Henchmen
    • Loyalty
  • Treasure and Magic Items
    • Treasure Tables
    • Potions
    • Scrolls
    • Rings
    • Rods, Staves, & Wands
    • Miscellaneous Magic Items
    • Armor and Shields
    • Swords
    • Miscellaneous Weapons
    • Fabrication of Magic Items
  • Conditions
  • Deities
    • Greyhawk Deities List
      • St. Cuthbert
      • Corellon Larethian
      • Fharlanghn
      • Trithereon
  • Random Encounters
    • Dungeon Generation
    • Wilderness Generation
    • Dungeon/Underground Encounters
    • Underwater Encounters
    • Astral/Ethereal Encounters
    • Outdoor Encounters
    • Waterborne Encounters
    • Airborne Encounters
    • City/Town Encounters
  • Character Sheet
    • Pregenerated Characters
      • 1A. Dwarf Fighter 2
      • 2A. Human Cleric 2
      • 3A. Elf Fighter 2, Magic-user 1
      • 4A. Halfling Thief 2
      • 1B. Human Ranger 1
      • 2B. Human Cleric 1
      • 3B. Gnome Illusionist 1, Thief 1
      • 4B. Human Magic-user 2
Version 1.25
Combat | Combat Actions
Avoid | Parley and Gauge Reaction | Delay or Ready | Ranged Attacks or Abilities | Move or Manipulate | Melee | Typical Time Requirements | Combat Modifiers | Combat Modifier Tables

Parley and Gauge Reaction

Upon encountering another party, one party can always elect to attempt some form of communication. This can be a friendly gesture, a throwing down of arms, offering of treasure, or some spoken word or phrase. Just what this effect will be is determinable only by the DM considering the prevailing circumstances.

Parley. Note that a character must have time to speak to get their intentions across. The speaking action (Parley) will begin on segment 1, but, if the opponents are not surprised, they will be taking their own course of action at the same time (and fast actions may happen simultaneous or even before, depending upon Initiative, the speaker starts speaking). Thus, a parley is most useful in non-combat or surprise situations. While obvious, the creatures to be parleyed with must understand the speaker and intelligence will play a factor based on the concepts being employed by the speaker.

Time Required. This action will take the same amount of time as the character takes that is speaking (at 6 seconds per segment). The speaker may choose to change their action after the first segment, although this will require a delay. (See Changing an Action.) If other members of the speaker’s party commence hostile or hostile-seeming actions, reaction will automatically be hostile in kind. Members of the speaker’s party may, of course delay in order to gauge the other’s reaction to the speaker. (See Delay or Ready.)

Encounter Reaction

Any intelligent creature which can be conversed with will react in some way to the character that is speaking.

Reaction is determined by rolling percentile dice, adjusting the score for Charisma and/or other applicable adjustments and the modified score of the percentile dice is assessed on the Reaction Table.

Reaction Table

* Or use a Morale check if appropriate (overwhelming odds, etc.).

Typical Adjustments to Reaction Dice

Notes for the Typical Reaction Adjustments Table

Association. This means that the speaker is known to be associated with an individual of this type. Normally, the associate will be present with the speaker assuming the two groups are previously unacquainted. If known, then knowledge of past associations will be taken into account. If all speaker and association values are positive, use the speaker's adjustment. If negative values are present, use the speaker's adjustment along with the single lowest negative association value of the same type. For example, a gnome speaking to other gnomes will normally receive a +20% as they are preferred, however, the presence of a (hated) half-orc associate of the the speaker is viewed poorly (-15%) giving a net +5% to the roll for racial preference before Charisma and alignment is taken into account. If the associate was another gnome, the adjustment would have been just the +20% as two gnomes (or even a dwarf associate) won't change the reaction versus a single gnome.

A Gift. This can be monetary or non-monetary (e.g. information or food). The DM will decide what constitute a "gift" to the creature(s) in question (a hungry predator will not normally be enticed with rations if juicy live prey is nearby). "Exceptional" means just that, the gift must be highly desired and rarely obtained.

Alignment. Unless disguised, subtle queues will be unconsciously evident making large differences in ethos harder to overcome. An example of 1 place removed is Lawful Good speaking to Lawful Neutral. An example of 2 places removed is Lawful Good speaking to Lawful Evil. An example of 3 places removed is Lawful Good speaking with Chaotic Evil creatures. Associations will be taken into account if these differences are evident (holy symbols, standards, etc.) or these associates join the conversation. Prior knowledge of past associations also are factored if applicable. Use only the lowest single value (whether from the speaker or associate and only if the associate is being taken into account).

Other Factors. This is simply to remind one that the DM may add any other applicable adjustments he or she sees fit based upon the circumstances (the PC's weapons are covered in blood and have come from the direction of the tribe's common room, etc.).

Racial Preference. In situations where this factor is known, it will be taken into account. Association will also play a role, see Association above and the example. The DM will decide the preference (or hostility) between race types—most evil creatures view all others with at least antipathy—but some common races are given below.

* Dwarves regard halfling Tallfellows and Stouts with goodwill, other halflings are regarded with tolerance (T). Only Stouts regard dwarves as acceptable, other halflings tolerate them (T). Only Tallfellows regard elves as good company, other halflings are tolerant (T).

** Humanoids generally view their brethren from different tribes with antipathy if not outright hatred. Tribesmates are considered preferred.

Notes on the Racial Preferences Table

P: indicates that the race is generally preferred, and dealings with the members of the race will be reflected accordingly.

G: means that considerable goodwill exists towards the race.

T: indicates that the race is viewed with tolerance and generally acceptable, if not loved.

N: shows that the race is thought of neutrally, although some suspicion will be evidenced.

A: means that the race is greeted with antipathy.

H: tokens a strong hatred for the race in question.

Services Requested. If the speaker is asking for something of value, the reaction dice may be adjusted based upon the request. For example, asking a Lawful Neutral guard to "look the other way" while the character slips into the area he or she is tasked with guarding will present a hefty negative modifier unless extraneous circumstances exist (the guard has not been paid, pressed into service, or their family killed by the one that gave them the task to guard the area, etc.). Thus, it is common for one to present a gift to offset a negative adjustment due to an ask. Roleplaying can help determine how the offer might be received (to the positive or even more negatively).

Speaker's Charisma. A key determinant to success is any adjustment for the speaker's Charisma. While this will not completely over-ride poor roleplaying or other adjustments, a high Charisma will be valuable in parley actions.

[Original Text.]Any intelligent creature which can be conversed with will react in some way to the character that is speaking—assuming the speaker can be understood.
Reaction is determined by rolling percentile dice, adjusting the score for Charisma, and applicable loyalty adjustment as if the creature were a henchman of the character speaking, and the modified score of the percentile dice is compared. (See also Non-Player Characters, Loyalty, Obedience, and Morale.)[...]
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