Quote:
Originally Posted by Eukie
I think any resolution of a problem with Reactions that involves going "well the GM could decide that the standard system doesn't apply" is going to run into a lot of issues. Yes, it's possible, but when I'm the GM I really prefer having a system to unload all the heavy thinking on precisely so I don't have to deal with making a difficult decision about exactly which range of results is plausible and which penalties to apply.
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I look at it exactly the opposite way. As GM, it's far easier for me to just make something up on the spot than it is to put inputs into a system, roll dice, and read the outputs. I know far better than any generic system what result is most plausible in any given situation, and it takes less mental effort on my part to pick it than it does to process things through the system.
The system is good for when I haven't already decided what motivation or mission an NPC has. The outcome tells me more about it. If a party encounters a band of orcs in a dungeon, and I haven't decided what those orcs are doing there, a reaction of Good to the players' offer to exchange treasure for knowledge of the dungeon suggests that the orcs aren't there to guard anything or due to loyalty to someone, but maybe they're freelancing or treacherous to the owner of the dungeon.
But if the same party later encounters a pair of ogres loyally guarding a door that the characters want to get past, the ogres' reaction to the party's bribe isn't going to be random. Attempts to get past the door are automatically Disastrous, attempts to get information about the ogres' employers are probably no better than Poor, and attempts to get information about other areas of the dungeon are probably no better than Neutral. Still, a powerful party might try to make an influence roll against the ogres using Intimidation, or a clever one with Fast-Talk.
But I wouldn't have stopped to think of all that when the party first approaches the door. It would occur to me as they tried to do things.