Reaction

Reaction, or NPC Reaction, is a character stat which determines the impression that a player-controlled character makes on NPCs, and thus how some of these NPCs react during dialog.
The relative modifier is called Reaction Adjustment, and the three main reaction tiers are called:
* "Friendly"
* "Neutral"
* "Hostile".
== How it works ==
Some NPCs are scripted to check the Reaction score of the talking party member, and react accordingly. For example, an NPC might refuse to give a quest (or even outright turn hostile) when talked to with a party member with a low Reaction score, or might give a higher quest reward to a party member with a high Reaction score.
The in-game character sheet shows the Reaction Adjustment value for each player-controlled character, which is related to the absolute Reaction score like this:
: Reaction = 10 + Reaction Adjustment
The Reaction Adjustment is computed based on the party's reputation and the character's charisma, in such a way that to reach a high Reaction score, you need either high reputation or high charisma.
== Tiers ==
When NPCs check a party member's Reaction score, they tend to check whether it is in one of these tiers:
NPC reaction tier	Reaction score range	Reaction Adjustment range
'"Friendly" 	15 or higher 	+5 or higher
"Neutral" 	8 to 14 	-2 to +4
"Hostile" 	7 or lower 	-3 or lower
The following table shows the charisma scores needed for each tier, based on the party's reputation:
Reputation	Charisma needed for...	Charisma needed for...	Charisma needed for...
Reputation	"Hostile" 	"Neutral" 	"Friendly"
1 	any 	impossible 	impossible
2 	17 or less 	18 to 22 	23+
3 	15 or less 	16 to 21 	22+
4 	14 or less 	15 to 20 	21+
5 	13 or less 	14 to 19 	20+
6 	12 or less 	13 to 18 	19+
7 	9 or less 	10 to 18 	19+
8 	8 or less 	9 to 18 	19+
9-13 	7 or less 	8 to 17 	18+
14 	7 or less 	8 to 15 	16+
15 	7 or less 	8 to 15 	16+
16 	6 or less 	7 to 14 	15+
17 	6 or less 	7 to 14 	15+
18 	5 or less 	6 to 13 	14+
19 	5 or less 	6 to 13 	14+
20 	4 or less 	5 to 12 	13+
Note that many NPCs don't check Reaction scores at all, and also that many situations in the game are affected directly by reputation or charisma, rather than by Reaction.
== Score computation ==
: Reaction score = 10
:: + Reaction Adjustment from charisma
:: + Reaction Adjustment from reputation
The reaction adjustment from charisma is: BG:SoD game manual
Charisma 	3 	4 	5 	6 	7 	8 	9 	10-12	13	14	15	16-17	18	19	20	21 	22 	23 	24 	25
Adjustment	-8	-7	-6	-5	-4	-2	-1	0 	+1	+2	+3	+4 	+5	+8	+9	+10	+11	+12	+13	+14
The reaction adjustment from reputation is: Dudleyville walkthrough
Reputation	1 	2 	3 	4 	5 	6 	7 	8 	9-13	14-15	16-17	18-19	20
Adjustment	-20	-7	-6	-5	-4	-3	-2	-1	0 	+1 	+2 	+3 	+4
Alignment does not have a direct influence on the Reaction score, although Gorion's Ward's alignment at the start of the game determines his or her starting reputation value, making it easier or harder to reach higher (or lower) Reaction scores.
Since no actual roll takes place, Luck (and by extension, Fatigue) has no effect on reaction.
== Table ==
This table shows how much Charisma a character requires, to pass or exceed certain Reaction checks at certain party reputations:
Reactioncheck	ReactionAdjustmentneeded	Reputation: 	Reputation: 	Reputation: 	Reputation: 	Reputation: 	Reputation: 	Reputation: 	Reputation: 	Reputation: 	Reputation: 	Reputation: 	Reputation: 	Reputation: 	Reputation: 	Reputation: 	Reputation: 	Reputation:
Reactioncheck	ReactionAdjustmentneeded	1 	2 	3 	4 	5 	6 	7 	8 	9-13 	14 	15 	16 	17 	18 	19 	20 	
Reactioncheck	ReactionAdjustmentneeded	Charisma needed:	Charisma needed:	Charisma needed:	Charisma needed:	Charisma needed:	Charisma needed:	Charisma needed:	Charisma needed:	Charisma needed:	Charisma needed:	Charisma needed:	Charisma needed:	Charisma needed:	Charisma needed:	Charisma needed:	Charisma needed:	Charisma needed:
2 	-8 	23 	9 	8 	8 	7 	6 	5 	4 	3 	2 	2 	1 	1 	1 	1 	1 	
3 	-7 	24 	10 	9 	8 	8 	7 	6 	5 	4 	3 	3 	2 	2 	1 	1 	1 	
4 	-6 	25 	13 	10 	9 	8 	8 	7 	6 	5 	4 	4 	3 	3 	2 	2 	1 	
5 	-5 	- 	14 	13 	10 	9 	8 	8 	7 	6 	5 	5 	4 	4 	3 	3 	2 	
6 	-4 	- 	15 	14 	13 	10 	9 	8 	8 	7 	6 	6 	5 	5 	4 	4 	3 	
7 	-3 	- 	16 	15 	14 	13 	10 	9 	8 	8 	7 	7 	6 	6 	5 	5 	4 	
8 	-2 	- 	18 	16 	15 	14 	13 	10 	9 	8 	8 	8 	7 	7 	6 	6 	5 	
9 	-1 	- 	19 	18 	16 	15 	14 	13 	10 	9 	8 	8 	8 	8 	7 	7 	6 	
10 	+0 	- 	19 	19 	18 	16 	15 	14 	13 	10 	9 	9 	8 	8 	8 	8 	7 	
11 	+1 	- 	19 	19 	19 	18 	16 	15 	14 	13 	10 	10 	9 	9 	8 	8 	8 	
12 	+2 	- 	20 	19 	19 	19 	18 	16 	15 	14 	13 	13 	10 	10 	9 	9 	8 	
13 	+3 	- 	21 	20 	19 	19 	19 	18 	16 	15 	14 	14 	13 	13 	10 	10 	9 	
14 	+4 	- 	22 	21 	20 	19 	19 	19 	18 	16 	15 	15 	14 	14 	13 	13 	10 	
15 	+5 	- 	23 	22 	21 	20 	19 	19 	19 	18 	16 	16 	15 	15 	14 	14 	13 	
16 	+6 	- 	24 	23 	22 	21 	20 	19 	19 	19 	18 	18 	16 	16 	15 	15 	14 	
17 	+7 	- 	25 	24 	23 	22 	21 	20 	19 	19 	19 	19 	18 	18 	16 	16 	15 	
18 	+8 	- 	- 	25 	24 	23 	22 	21 	20 	19 	19 	19 	19 	19 	18 	18 	16 	
19 	+9 	- 	- 	- 	25 	24 	23 	22 	21 	20 	19 	19 	19 	19 	19 	19 	18 	
20 	+10 	- 	- 	- 	- 	25 	24 	23 	22 	21 	20 	20 	19 	19 	19 	19 	19 	
== Technical details ==
The game files define six Reaction score cut-off values, corresponding to the end points of the three reaction tiers Friendly, Neutral, and Hostile:
Internal name 	Reaction score	Corresponding Reaction Adjustment
FRIENDLY_UPPER	20 	+10
FRIENDLY_LOWER	15 	+5
NEUTRAL_UPPER 	14 	+4
NEUTRAL_LOWER 	8 	-2
HOSTILE_UPPER 	7 	-3
HOSTILE_LOWER 	2 	-8
When NPCs check a party member's Reaction score, they tend to check whether it is higher or lower than one of these cut-off values.
== Trivia ==
* Various sources, including manuals, state that the computer generates a random number between 8 and 12 and then applies the Reaction Adjustment to that number to generate the final Reaction score. However, this feature was never implemented, and the base Reaction value is always set at 10.
== References ==
Category:Game mechanics