Reaction and Surprise rolls, when apply, are made once for the whole party involved. Certain monsters have bonuses or penalties to this rolls integrated on them.
Reaction rolls:
1, 2, 3- Monster is immediately hostile
4, 5 - Monster is neutral for now. Maybe its studying you or maybe just minding its own business. Dont disturb it! You might also try to befriend it.
6 - Monster is friendly. Some monsters might make offers when this happens.
Possible mods: disadvantage if you've hurt similar monsters recently, if it hates the light of your torch, if you're armed, etc. Advantage if you give a sign of respect or share an alignment, etc. (like in 5e: roll an extra die and choose the most advantageous/disadvantageous)
Each monster entry in the guide might have specifics guidelines on their behaviors for each reaction type. An hostile bandit might try to rob the players by force, a neutral one might try to lure them by feigning partnership, but a friendly one might honestly try to sell them loot, or honestly propose the party to join him in a dishonest job.
Note for myself: It can also be done by not having a reaction table at all, but having each monster to have a random list of dispositions on their descriptions.
Surprise:
1 - Monsters get the drop on you: Only monsters act the first round
2 - Monsters get the first turn
3 - Monsters get the first turn
4 - You get the first turn
5 - You get the first tutn
6 - You get to surprise the monsters: Only PCs act in this round
This roll can be made w.ith advantage or disadvantage on certain situations: for example, hobgoblins always force a disadvantage, while sneaking on distracted guards gives you advantage.
After one side plays a turn, the other side plays one, until all characters have acted their turns. Each side decides who goes from among their members
Treasure
Instead of having treasure types, having each monster have a treasure rate that represents the overall richness/status of the monster. Then you roll for treasure once or more times, depending on the time the monster has spent looting.
For example, having a crew of patrolling goblins have 1d6-2 treasure hidden somewhere. A dragon rolls 2d6, and you roll three to five times depending on its age.
Then there should be a table like this:
1 - No treasure/personal items.
2 - Personal tools
3 - 10 GP
4 - 50 GP
5 - 100 GP
6 - Magic item
7 - 500 GP
8 - 500 GP (in jewelry)
9 - 500 GP (in masterwork)
10 - Scroll or Magical consumable
11 - Special (prisoner, secrets, notes, information)
12 - 1000 GP
No comments:
Post a Comment