Starting Attitude (Chart or Assess)
Depending on circumstances, a hero’s culture, Standard of Living and reputation can all influence how they are received.
| Adjusted 2d10 Score* | Reaction |
|---|---|
| 1 or less (5%) | Hostile (Mistrustful) |
| 2-4 (15%) | Unfriendly (Askance or Unknown) |
| 5-16 (60%) | Indifferent (Neutral) |
| 17-19 (15%) | Friendly |
| 20 plus (5%) | Helpful (Favored) |
| Inclinations | Modifier |
|---|---|
| Racial Preferences | -2 to +2 |
| Class Preferences | -2 to +2 |
| Social Preferences | -2 to +2 |
| Alignment Preferences | -2 to +2 (if
there is interaction) |
* +/- Cha Mod (if there was interaction)
- Assess Starting Attitude via Group or initial Spokesperson.
- Give clues to NPC demeanor after roleplay.
- Shift NPCs attitude (usually
one step per single interaction, whether permanent or temporary) or go to
Make Request.
- interact with NPC to get sense of traits and characteristics, OR
- research NPCs traits via Gather Information, or Research.
- Make Wisdom (Insight) check to modify attitude
- Make Request.
- Make Charisma check (Any character that actively participated in conversation)
- Persuasion, Deception, or Intimidation might apply.
Aiding the Check. Other characters who make substantial contributions to the conversation can help the character making the check. If a helping character says or does something that would influence the interaction in a positive way, the character making the Charisma check can do so with advantage. If the other character inadvertently says something counterproductive or offensive, the character making the Charisma check has disadvantage on that check.
Multiple Checks. Certain situations might call for more than one check, particularly if the adventurers come into the interaction with multiple goals.
