Who would read this figure in an academic paper on emotion modeling and immediately start thinking of how to use it for ttrpg social encounters… and has two thumbs?
This guy!
You must log in or register to comment.
I would only use it for NPCs, not characters.
I’d do something like
If Angry:
Attempt to anger more: 90% success rate + modifiers
Redirect anger to another: Values dependent + plausibility of facts check (INT). Does the argument address their social values? Roll a die if DM didn’t entirely decide what the NPC is like.
Attempt to calm 40% base success rate + modifiersdeleted by creator