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Using the reaction table...

mike wightman

SOC-14 10K
for more than just NPC reactions.

Something I started doing years ago for Daredevils was to use the NPC reactions table in that game to add fluff to other skill rolls and character actions.

It works for CT too.

Whenever a player has their character do something of note - interacting with an NPC, making a dice throw etc. the referee consults the following modified reaction table (but only if they want to :):
2 bad stuff happens
3-4 the outcome is a bit more challenging than expected
5-9 resolve the situation with no further complications or advantages
10-11 the outcome is more positive than expected
12 good stuff happens.

The same 2d results can be used to generate random DMs if you can not decide as a referee what to allocate:

-2 on a result of 2
-1 on a result of 3-4
no DM if you roll 5-9
+1 on a result of 10-11
+2 on a result of 12

You can then use your powers of description to explain why the PCs suffer these effects.

Examples to follow.
 
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Here is an example derived from the discussion about changing a battery on the other thread:

this car battery thing or unknown gun action is exactly what my use of the reaction table to add spice to an encounter produces.

The player states their character will unhook the battery on an air/raft - no problem I wouldn't even bother with a roll of the dice for the player, but on a whim I make a reaction roll and it comes up a 2.

They can't find the battery.

It comes up a 12 - under the battery hatch is a key to a starport locker that someone dropped years ago (which starport...)

I roll a 3 or a 4 - they find the battery but the fastenings are a pain - break them or take time to undo

I roll a 10 or 11 - the battery is of local manufacture and has contact details on it

I roll 6-9 - they change the battery and move on.
 
Here is an example derived from the discussion about changing a battery on the other thread:

this car battery thing or unknown gun action is exactly what my use of the reaction table to add spice to an encounter produces.

The player states their character will unhook the battery on an air/raft - no problem I wouldn't even bother with a roll of the dice for the player, but on a whim I make a reaction roll and it comes up a 2.

They can't find the battery.

It comes up a 12 - under the battery hatch is a key to a starport locker that someone dropped years ago (which starport...)

I roll a 3 or a 4 - they find the battery but the fastenings are a pain - break them or take time to undo

I roll a 10 or 11 - the battery is of local manufacture and has contact details on it

I roll 6-9 - they change the battery and move on.

If it was an unfamiliar vehicle, I'd use an edu check instead.
it's a case of "how much do you know?"
 
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