RE: Dice Rolling
Combat Situations:
For combat, it looks like it is always your standard 1d20 + modifiers. If you are making an attack with your
weapon of choice then you roll two d20s and you go with the better of the two as your attack.
Note: We haven't touched on Weapon of Choice yet; it applies to warrior and specialist characters (so everybody except for Dysis has a weapon of choice which you can indicate on your character sheet.)
Adventuring:
Varies.
1. Saving Rolls (which covers most situations) = 1d20 + MOD
2. Stealth = 1d20 + MOD
3. Feats of Strength =
1d10 + MOD
RE: First Reactions
First Reactions:
When a character (or group of characters) meets a non-player character (NPC) or group of NPCs for the first time, the reaction of the encountered party can be determined by the Maze Master, according to the circumstances or the motivations of the NPC.
In uncertain situations, this first reaction can be determined by a roll on the NPC Reactions table: roll 2D10, add the player-character’s Personal Charisma and interpret the result accordingly
As I read this - I, as MM, have the flexibility to flat out say that 'X' creature is going to be automatically hostile or automatically friendly (or somewhere in-between), depending upon the circumstances they find themselves in (being in the forest) and the motivations of the particular NPC/creature you are coming across. (not very 'nice' motivations of the Caliban)
It's in the 'uncertain situations' where I can have you guys roll a
2d10 + MOD and then interpret the result to either give you a chance to talk your way out of a fight, or make new friends, etc...
Dysis:
Is something like a caliban considered a "monster" in this case? Or an npc, because it is closer to human? (compared to a hydra or basilisk, at least)
Maze Master's Guide:
There are five broad categories of creatures: Folks (sentient and speaking races), Beasts (natural animals), Monsters (fabulous beasts, mythic beings etc), Spirits (ghosts, otherworldly entities etc) and Animates (artifically animated creatures).
The taxonomy for a creature like a Caliban would be "folk", so they can be influenced. In contrast, a Gorgon's taxonomy is "monster", so you can't reason with them by threats or seduction.
Companion Guide on Intimidation, Persuasion and Seduction
CG:
The Mazes & Minotaurs rules are extremely concise when it comes to dealing with NPCs in a non-violent manner. In fact, the Reaction table is the only game system related to this topic: everything else is left to the discretion of the individual Maze Master.
...
Influence rolls can never be used against Beasts, Monsters, Animates or Spirits
Therefore, as stated above, these different kind of influencing rolls can be used on "folk" creatures NPCs like Calibans.
Intimidation involves bullying, browbeating and coercing NPCs into cooperation, passivity or submission. In this specific case, Trustful or Friendly reactions should be interpreted as cooperative and submissive attitudes. A character’s Intimidation mod is equal to his Luck mod plus twice his Will mod.
Persuasion involves using rhetoric, logical arguments and orator techniques to gain the NPC’s favor or attention. The Maze Master may ask the player to deliver a convincing speech (or, at least, to paraphrase it) before making the roll. A character’s Persuasion modifier is equal to his Luck modifier plus twice his Wits modifier.
Seduction involves flirting and using various forms of facial and somatic communication to attract the NPC’s attention or interest. Seduction only works if the character and the target have compatible sexual affinities (a topic which goes beyond the scope of these rules). A character’s Seduction mod is equal
to his Luck mod plus twice his Grace mod.
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RE: Current Application
It looks like your efforts right now are either persuasion or intimidation. For this situation, I'm going to suggest that you guys re-roll based on the kind of influencing roll that you want to make. You can edit it into your post, but
post it this thread, OOC, as well.
Make a 2d10 roll, and add in your modifier (for example, Aleta was more 'threatening' towards the creature then persuasive, which means more likely her roll should be for intimidation. Her
intimidation modifier is her Luck Mod + twice her Will mod, which in this case is just 4.
This is lower then her personal charisma, which makes sense as her Grace modifier is much higher then her Will, so attempting
seduction would work out better for her then intimidation.