Search This Blog

Saturday, December 27, 2025

2d6 Encounter Reaction Options - how it might play out

 Back on the 2d6 Encounter Reaction for D&D. This YumDM guy has me thinking with this complex roll system... makes me want to list some things that could happen. Let's consider using the following roll rules... although I'll likely do a -2 for mean things. 

  • 2      = attack (immediate)
  • 3-5   = likely aggression (hostile, possible attack)
  • 6-8   = neutral (uncertain, monster confused)
  • 9-11 = curious (no attack, monster leaves or considers offers)
  • 12    = friendly (Enthusiastic friendship)


Goblins (Kobolds?) - they fit perfectly into those rolls b/c they are "weak" monsters that might negotiate or be intimidated, but are evil and would love to attack. See yumDM's conversation with goblins, great example. 


Snakes - they do not fit into any negotiation. 

  • So, 2 = attack immediately, would mean you might have stepped near them/on them. Or maybe you disturbed a fallen branch which caused them to move from their congregation and since snakes often don't see well, they just mistakenly head towards you, but once they get close they flip out an attack. 
  • 6-8 neutral would mean, they are standing their ground. Maybe unaware of you... don't mess with them, you need to walk well around them carefully. 
  • 12 would mean, they just simply leave in the opposite direction. 

Bear/larger land animal - no negotiations (or would food work? What about a druid and Animal Friendship spell), what would they do? 
  • 2 = attack. You surprised the bear. Or it's defending it's territory. Or it thinks you are food. 
  • 6-8 = neutral. Stands its ground. You can't act like prey. Depending on bear species, you might walk backwards slowly. 
  • 12 = "friendly", would just translate to it isn't interested at all. Leaves in a direction away from you. Or it could chase off a bandit that was tracking you!

Owlbear - vicious and evil-tempered, if not actually "evil". They are very likely to attack, I'd say -2 penalty at best on the reaction roll. 
  1. An owlbear pair claims a territory of one or two square miles and will vigorously defend this territory against all intruders.
  2. An owlbear's main weakness is also its greatest strength - its ferocity. Because owlbears are so bad-tempered, they stop at nothing to kill a target. It is not difficult to trick an owlbear into hurling itself off a cliff or into a trap, provided you can find one.

Roc - no negotiations, thinks more like a regular animal. And see adnd 2e's Roc for how it acts and attacks. 
  • 2 = attack. In 2e it imposed a -5 penalty on party's surprise/detection roll, since it is fairly stealthy (sound-wise, plus it can see far away so can plan to approach from behind). 
  • 6-8 neutral . Meaning, you better not act like prey. Would be a good idea to hide in the trees to make it inconvenient for the Roc to strike. 
  • 12, friendly. As in, it looks at you, no interest, moves on. Heck, maybe it spots 2 goblins hiding in a tree wanting to ambush you and manages to grab one of them in a big swoop down!

Gnolls/Orcs/Trogs - they are extra mean and evil, they aren't going to play nice. Probably do a -2 penalty vs. a good aligned party. 
  • 6-8 neutral. They look for a weakness but aren't going to attack yet. 
  • 9+, they leave the area, don't want to fight. Maybe the party looks too tough or maybe they've already been in a scrap recently. 

Lizardmen - if they aren't influenced by an evil dragon, I could see them running the full 2 to 12 range. 
  • 2-5, hostile and likely attack. They aren't trusting the party. Maybe they've never had good interactions with humans or other races in general. 
  • 6-8 neutral. Stand their ground. Can you communicate with them? If not, better leave and make it obvious you want peace... weapons sheathed, hands open palms in the air or something. 

NPC types/Lost Travelers - humans and demi-humans. Maybe a +1 bonus for good parties. 
  • 2-5 hostile. They probably think you are bandits, showing defensive powers, won't trust you. Press them and maybe they even fight. 

Pixies/Dryads/Neutral non combat vs. human inclined types - these kinds of creatures aren't warlike, but they are fickle. What might they do? See 2e monster compendium for varieties and alignment. 
  • If a negative roll, for pixies go with the harassment stuff they like to pull. Quote, "The naturally invisible pixies are perhaps the most intelligent and mischievous of the faeries; they dwell in idyllic woodlands and delight in harassing travelers with their pranks."
    • Sprites including Pixies like druids. 
  • If a negative roll, dryads might Charm someone. They hate forest destruction... so don't break too many branches or make too many fires. 

Zombies - anything you do to get their attention causes attacks. Maybe slow attacks. -2 penalty on reaction roll. 
  • Anything on the neutral or friendlier side just means they didn't see you yet. You need to sneak away carefully or they'll detect and attack. 


No comments:

Post a Comment