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Friday, May 6, 2011

Fast Talking

Just an idea I've had since I've been watching a lot of Doctor Who. He always seems to talk himself out of trouble, and I think it would be interesting if characters could try it.

Fast Talking: When characters encounter monsters, they can attempt to adjust the reaction roll. They must be able to speak to the monster in a language that it understands. Normal rules about whether the monster can even have a positive reaction apply (i.e. Fast Talking doesn't work on zombies, etc.).

If used, Fast Talking gives the character a +1 bonus to the Reaction Roll, in addition to their Charisma modifier.

Halflings, elves, and thieves gain an additional +1 modifier to the Reaction Roll (race and class do not stack).

4 comments:

John Matthew Stater said...

I like it. It's a special ability that reminds me of Vance, Doctor Who and Bugs Bunny, three of my heroes.

Dylan said...

I like this, too! Maybe use morale in this somehow?

http://digitalorc.blogspot.com/2011/05/creepy-night-gore-girls-gaming.html

Maroon said...

"If used, Fast Talking gives the character a +1 bonus to the Reaction Roll, in addition to their Charisma modifier."

I like the idea, but it rarely seems as if fast-talking his enemies makes them any less hostile to the Doctor -- it just buys him time. Maybe roll reaction when the characters engage the monsters in conversation and again when they run out of banter?

This also reminds me of the rule in the Dying Earth RPG that says that a character wanting to escape combat must succeed at a defense roll. Seeing as in that game both combat and witty banter work on the same system (with attack/defense and persuade/rebuff abilities), I extrapolated that characters that want out of a tedious conversation (and into hitting each other) have to succeed at a rebuff roll.

Dan said...

I was trying to keep it simple yet effective. If you'd like to add stuff to the effects, it would likely make it better for your game.