d20 Random Reactions

I actually really like Fifth Edition’s RAW approach that an NPC’s reaction is something the referee can easily adjudicate and roll with, but what if you really don’t know or if you want to roll the die anyway? Here’s a quicky:

d20 Reaction
1-6 Hostile
7-14 Uncertain
15-20 Friendly

There are two ways you can modify the result: either by using constant modifiers of ± 4 (give or take), or by using advantage/disadvantage.

2d6 for Comparison

Here’s a breakdown of a three-tiered 2d6 reaction table with neutral results from 6-8 and modified by ± 1 based on if the NPC has a hostile or friendly disposition.

Reaction Hostile Bias Normal Friendly Bias
Hostile 41.67% 27.78% 16.67%
Uncertain 41.67% 44.44% 41.67%
Friendly 16.67% 27.78% 41.67%

± 4 Modifier

Add 4 for characters with a more docile/friendly bias, or subtract 4 if they are more likely to be hostile. The outcomes are:

Reaction Hostile Bias Normal Friendly Bias
Hostile 50% 30% 10%
Uncertain 40% 40% 40%
Friendly 10% 30% 50%

Very expected.

Using Advantage/Disadvantage

This way is similar statistically to using ± 4, though might be more intuitive and straightforward. Creatures that tend to be hostile roll with disadvantage, and creatures that tend to be friendly roll with advantage.

Reaction Hostile Bias Normal Friendly Bias
Hostile 51% 30% 9%
Uncertain 40% 40% 40%
Friendly 9% 30% 51%

It’s nice that, even with advantage or disadvantage, there’s still a 40% chance of uncertainty across the board!

Conclusion

What brought this on was a kind of annoyance that even rulesets which attempt to modernize basic bitch B/X-style rules with universal resolution still use d6 and 2d6 rolls for encounter checks and reaction rolls. All I’m saying is: get with the program! If everything should work the same way, everything should work the same way.

Using either d20 method results in pretty similar results to a 2d6 roll. I think I would prefer using advantage/disadvantage because it feels more straightforward than adding or subtracting a number, and also allows for the roll to be modified by other factors such as PC charisma.

Comments

  1. IMO the idea that changing the reaction roll from a 2d6 to a d20 (while still making it a lookup table rather than the "standard" d20 "roll vs DC" mechanic) is making "everything... work the same way" is a bit mistaken. You're still using a fundamentally different mechanic for reaction rolls than you would for an attack roll, you're just having them use the same die. A true "unified mechanic" would be changing the reaction roll to a "charisma check" against a DC set by the GM (or by the monster in question - more hostile ones could have a higher DC to not pass the "friendliness check" or whatever).

    That could be an interesting change to the mechanic for sure... but if you're sticking with the trinary criteria roll where higher is more friendly and lower is less friendly, IMO it's actually more confusing to change it to a d20 because then you've got the same die interacting with different mechanics. I find it easiest to grok when each die type has its own associated mechanic. For B/X this is roughly:
    * d20 wants to roll high against a DC
    * d6 wants to roll low against an X-in-6 probability
    * 2d6 is a "degrees of success" style check where higher is better

    Now, this isn't strictly true - the optional roll-under d20 attribute checks of B/X break the mold (which is why I don't use them) but I think it at least illustrates the point. One can try to fit literally everything into a "core mechanic" if one wants, but if you're not doing that and are instead having boutique mechanics for specific circumstances, I think it's less more confusing to use the same die type for all of those rather than changing the die type as a signal that a different mechanic is now being used. Just my $0.02.

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    1. it's just a personal/preferential thing; not that it's objectively wrong for them to be different or anything, but it's easier for my brain to hold onto and roll the same die than to swap them out -- especially if, even if a reaction table has granularity, it's still 'used' with modifiers and with advantage/disadvantage (and using the same 1-in-20/5% increments).

      ultimately, 5e as written does use charisma checks throughout the conversation itself, without randomizing the initial state at all; this is just to get to a random initial state.

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