Monster Reaction Rolls have become a Dungeons & Dragons staple since its inception in 1974. Adjustments to this kind of roll have always applied but there is some abiguity involved that may be considered to affect consistency. If you are a solo gamer like myself and playing original Dungeons & Dragons then consistency is key and therefore some level of robustness is necessary!
OD&D Applying Consistency to Random Actions by Monsters
In Underworld & Wilderness Adventures there is some discussion in regards to Random Actions by Monsters. These rules tell us that "Other than in pursuit situations, the more intelligent
monsters will act randomly according to the results of the score rolled on two (six-sided) dice:
2–5 negative reaction
6–8 uncertain reaction
9–12 positive reaction
The dice score is to be modified by additions and subtractions for such things as bribes offered, fear, alignment of the parties concerned, etc.
There is also some additional information in Men & Magic, which explains, "Monsters can be lured into service if they are of the same basic alignment as the player-character, or they can be Charmed and thus ordered to serve. Note, however, that the term “monster” includes men found in the dungeons, so in this way some high-level characters can be brought into a character’s service, charisma allowing or through a Charm spell. Some reward must be offered to a monster in order to induce it into service (not just sparing its life, for example). The monster will react, with appropriate pluses or minuses, according to the offer, the referee rolling two six-sided dice and adjusting for charisma[...]"
The text leaves much up to the campaign referee who must consider applying adjustments. I find the following elements to be useful when applying adjustments:
- Fear
- Alignment
- Bribes/bargains
- Offers of service
- Charisma
- Racial Preferences
In order to aid me with my solo OD&D game I wrote some supplemental rules provided in this PDF.
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