Sometimes a scene is more than a single roll. When there's something specific you need from an NPC who could genuinely go either way, the talk becomes a structured back-and-forth: you make arguments, and you're steering two dials — how interested they are and how much patience they have left.
Yes: high-stakes asks of important people — an item, a service, an ally, a plot-turning piece of information — from an NPC with real internal tension (they want to consider it but have real reasons not to).
No: low-stakes stuff stays a single roll (a Lie / Intimidate / Flirt check) or just plays out as roleplay. The DM calls which mode a scene is in.
Two hard limits. Negotiation is not mind control — you can't push someone into acting wildly out of character; you can only make behaving differently feel in character. And threatening violence exits the negotiation entirely.
The DM assigns each negotiable NPC four things:
The twelve traits — the same trait can be a motivation for one person and a pitfall for another:
You find out which is which by doing your homework — diaries, friends, reconnaissance. That legwork is itself a Time-Points investment (see the Town-Time sheet for more info on spending TP).
One hero makes each argument (the table can huddle and strategize first), and it needs a justification — a reason it's true. Then roll:
| ROLL | EFFECT |
|---|---|
| ≤ 11 | Patience −1 |
| 12–16 | Interest +1, Patience −1 |
| 17+ | Interest +1, Patience unchanged |
| ROLL | EFFECT |
|---|---|
| ≤ 11 | Interest −1, Patience −1 |
| 12–16 | Patience −1 |
| 17+ | Interest +1, Patience −1 |
| Nat 19–20 | (as above, but) Patience unchanged |
| ATTITUDE | INTEREST | PATIENCE |
|---|---|---|
| Hostile | 1 | 2 |
| Suspicious | 2 | 2 |
| Neutral | 2 | 3 |
| Open | 3 | 3 |
| Friendly | 3 | 4 |
| Trusting | 3 | 5 |
| INTEREST | OFFER |
|---|---|
| 5 | "Yes, and…" — everything you asked, plus a bonus |
| 4 | "Yes." — everything you asked |
| 3 | "Yes, but…" — what you want, plus a small extra ask of you |
| 2 | "No, but…" — a lesser substitute |
| 1 | "No." — rejected, no counter (press for better only if patience remains) |
| 0 | "No, and…" — refuses and turns hostile |
The offer is final the moment Patience hits 0 or Interest hits 5. You can walk away at any time.
Table companion to the Town-Time and Dungeoneering sheets.