Reaction rolls are described in two different places: in Men & Magic (for tempting NPCs, monsters and other enemies into service) and in The Underworld & Wilderness Adventures (for general reactions of intelligent monsters.) The second table has three basic reactions: hostile, neutral, and friendly. The first table uses the same three reactions with the same three numbers, but includes extremely hostile (attack immediately) and extremely friendly (enthusiastic, with a loyalty bonus) at either end of the dice result range.
Both tables can be summarized with three short sentences:
Roll 2d6 if a range of reactions is needed. Less than 6 is Low, with 2 being the extreme. More than 8 is High, with 12 being the extreme.Negotiations can be summarized in a couple more lines:
- Low reactions are hostile; Extremely Low reactions can indicate a possible instant attack or scheme of delayed betrayal.
- High reactions are friendly; Extremely High reactions can indicate friendly gestures or high loyalty.
Troop and hireling morale breaks on a Low reaction, usually indicating a retreat, or outright desertion on an extreme result.The clerical ability to turn undead also uses 2d6, so it's not that much work to interpret it as a reaction roll in response to a command ("Depart", for Lawful clerics) and convert the ability into a couple footnotes to the reaction roll:
- if a cleric's level is => undead's HD+2, the cleric automatically turns or commands 2d6 of the undead;
- if a cleric's level is => undead's HD+4, the cleric automatically destroys 2d6 of the undead;
- otherwise, roll reaction, add double cleric's level, subtract double undead's HD; a High result means 2d6 undead are turned. Skeletons count as 0 HD.