It is short, sweet, simple, and a whole 7 images. Including the title.
This is an expansion of the rules around Attitude in Interaction. This approach provides 7 Attitudes, each of which has a base DC from 6 to 24. The DC is then modified by the Mood of the person being interacted with.
Everyone has bad days and good days. The baker may be thrilled they received an order for a wedding cake, the Blacksmith may be in a foul mood because he just had to shell out hard coin for a wedding cake, the Lumberjack might be wondering how he can contribute to his son's wedding a nice gift and distracted and uninterested in other things.
These are Moods. Moods add or subtract a modifier to the Base DC of an Attitude. The first part of the packet deals with that.
The second part of the packet offers a set of rules for changing a given target's mood and/or attitude. You can't do both at once, you can only do one at a time. And you can't also talk them into something else or intimidate or persuade them -- the goal is just to change their attitude.
Anyone can do this -- there's no skill linked to it. Additionally, any attempt to do so can be helped by other players or even other NPCs (standard Help action rules).
There is a risk to this, of course -- you can succeed in shift their mood or attitude a little at a time, but only if you succeed against their current DC. And you can keep trying...
... until you fail. Then you can try no further, and you have disadvantage on your next interaction with that person.
The final piece is a more "real-ish" response to intense stress, fear, and mental stuff. Using the standard flight or fight responses, the table gives a roll for what actually happens, instead of simply running away.
The barbarian intimidates the merchant, and he might fall to his knees and grovel, he might become aggressive and defiant, he might faint, or he might still just run away -- or he could be stunned and paralyzed by fear, like a deer caught in the headlights.
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities .-=] Lore Book | Patreon | Wyrlde YT [=-. An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more. Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
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First, the free PDF: http://www.wyrlde.com/wp-content/uploads/2024/12/Interacting-With-Others.pdf
It is short, sweet, simple, and a whole 7 images. Including the title.
This is an expansion of the rules around Attitude in Interaction. This approach provides 7 Attitudes, each of which has a base DC from 6 to 24. The DC is then modified by the Mood of the person being interacted with.
Everyone has bad days and good days. The baker may be thrilled they received an order for a wedding cake, the Blacksmith may be in a foul mood because he just had to shell out hard coin for a wedding cake, the Lumberjack might be wondering how he can contribute to his son's wedding a nice gift and distracted and uninterested in other things.
These are Moods. Moods add or subtract a modifier to the Base DC of an Attitude. The first part of the packet deals with that.
The second part of the packet offers a set of rules for changing a given target's mood and/or attitude. You can't do both at once, you can only do one at a time. And you can't also talk them into something else or intimidate or persuade them -- the goal is just to change their attitude.
Anyone can do this -- there's no skill linked to it. Additionally, any attempt to do so can be helped by other players or even other NPCs (standard Help action rules).
There is a risk to this, of course -- you can succeed in shift their mood or attitude a little at a time, but only if you succeed against their current DC. And you can keep trying...
... until you fail. Then you can try no further, and you have disadvantage on your next interaction with that person.
The final piece is a more "real-ish" response to intense stress, fear, and mental stuff. Using the standard flight or fight responses, the table gives a roll for what actually happens, instead of simply running away.
The barbarian intimidates the merchant, and he might fall to his knees and grovel, he might become aggressive and defiant, he might faint, or he might still just run away -- or he could be stunned and paralyzed by fear, like a deer caught in the headlights.
They aren't all that complicated:
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities
.-=] Lore Book | Patreon | Wyrlde YT [=-.
An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more.
Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds