Reaction abilities can be really powerful. Last session, the hardest encounter was actually rolled off a random encounter table. Luckily it involved human grave-robbers, who could be persuaded to wander off (probably to their doom). If they had attacked they might have wiped the party, so having a good reaction modifier is in some sense more powerful than an entire stack of magical weapons and armor.
Looking at the ACKS forums provides a little more evidence as to which abilities are supposed to combine with which other abilities. An extensive thread (with an eventual post by the designer Alex Macris) suggests the system should work in the following way:
1) An initial reaction roll is made, with the GM classifying the encounter as an attempt at Diplomacy, Intimidation, or Seduction, or none of the above (i.e., for beasts, or for monsters with an unfamiliar language).
2) The classification is based on RP behavior, taking note of what the player is actually saying in the greeting. (You can't just say "I'm doing my Intimidation schtick on them", you need to actually be intimidating!)
3) These categories are mutually exclusive, and use totally different types of modifiers. (For example, waving a sword around makes Intimidation easier, but Diplomacy harder!)
4) Whoever is the party leader (i.e., the guy in front) is the person whose class and proficiencies are used. If you want to parley with those guys who just emerged out of that murky catacomb darkness 30 feet in front of you, you need to already be walking in front.
5) After a few seconds of interaction an additional reaction roll can be attempted, either of the same type or a new type. Subsequent rolls get a modifier based on the initial result. By this time a different person can have walked to the front of the group to become the new speaker.
6) After a minute of interaction, another roll can be made. (And then again after ten minutes, an hour, and a day, and each day thereafter.)
Note that this means that the base +2 proficiency modifiers for each of the three basic categories will never stack with one another. The abilities that might stack with the basic proficiencies for the three categories are:
- the Charisma bonus, which always applies;
- Mystic Aura (+2), applies with all three, and turns results of 12+ into a short-term charm person result (while in range of the aura);
- Art or Performance (+1), useful only with Seduction (this isn't in the base rules, but Alex still includes it);
- Bribery (+1/+2/+3, depending on bribe size), useful only with Diplomacy, but only modifies a subsequent roll after conversation has already begun;
- Bargaining (+2), useful only with Diplomacy, but only comes into play when haggling in direct competition with another bargainer (make opposed rolls);
- Any additional modifiers the GM believes are appropriate: Alex lists a huge number of possible situational modifiers, which usually amount to "talking to bad guys who hate you is hard and involves some big penalties in the range -1 to -5".
Federico Andreotti's The Serenade |
When dealing with normal or giant animals, you use Beast Friendship (+2), but can't use anything else. Alternatively, a successful Magical Music throw can replace any animal reaction with sleep.
When dealing with monsters who speak an unfamiliar language, you use the Charisma modifier but can't use anything else. Learning languages is important! It's possible to imagine exceptions to this-- for example, a temple bladedancer with Performance (Dance) being able to Seduce a foreign nobleman without ever speaking -- but probably not in dugeoneering environments. (Sorry, but orcs hate mimes!)
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