genmoose
2016-10-16, 09:19 PM
Folks,
I'm working on a long lasting campaign for my group and I wanted to incorporate a Reputation mechanic to encourage them to think about their actions and their long term effects as they move through the world. I'm curious if anyone else has ever implemented anything similar and how you might have handled the mechanics.
Background: 3.0E, Forgotten Realms and mostly going up and down the Sword Coast.
So I've played a lot of games like BG and Mass Effect and I really like the idea of developing fame/infamy. I'm trying to come up with a mechanic and my first gut reaction was to just use the numbers from BG but they seem a bit much (http://baldursgate.wikia.com/wiki/Reputation). Very quickly a party can get a reputation of 20 and claim a 50% discount at shops which seems a little unbalancing.
I'm thinking switching to a -20 to 20 scale and start them at 0. As they do good deeds they move up the scale and would take a hit when they do horrible things. I'll play the numbers pretty slow so they don't become overnight heroes but still give them a sense of building.
0 - Nothing
1 - Nothing
2 - +1 diplomacy with good, -1 diplomacy with evil, +1 intimidate Evil, -1 intimidate Good
3 - 5% merchant discount
4 - +2 diplomacy with good and intimidate evil, -2 diplomacy with evil and intimidate good
5 - 10% merchant discount
6 - +3 diplomacy with good and intimidate evil, -3 diplomacy with evil and intimidate good
7 - +15% merchant discount
8 - +4 diplomacy with good and intimidate evil, -4 diplomacy with evil and intimidate good
9 - 5% per day chance of being attacked by evil bounty hunters/assassins
10 - +5 diplomacy with good and intimidate evil, -5 diplomacy with evil and intimidate good
11 - 20% merchant discount
12 - +6 diplomacy with good and intimidate evil, -6 diplomacy with evil and intimidate good
13 - 5% per day chance of being aided by someone that will approach the party with helpful information or some minor bauble
14 - +7 diplomacy with good and intimidate evil, -7 diplomacy with evil and intimidate good
15 - 10% per day chance of being attacked by evil bounty hunters/assassins
16 - +8 diplomacy with good and intimidate evil, -8 diplomacy with evil and intimidate good
17 - 10% per day chance of being aided by someone that will approach the party with helpful information or some minor bauble
18 - +9 diplomacy with good and intimidate evil, -9 diplomacy with evil and intimidate good
19 - The party gains a nemesis that has somehow been wronged by them and seeks to destroy their reputation
20 - +10 diplomacy with good and intimidate evil, -10 diplomacy with evil and intimidate good
To me this made a bit more sense by focusing on roleplaying mechanics rather than just a simple discount at stores.
I imagine the list would offer inverted statistics for the negative size of the scale but I don't think my party will head down that road.
What do you guys think? Am I giving away too much or is this underplaying the opportunity an epic hero might have.
Thanks in advance.
I'm working on a long lasting campaign for my group and I wanted to incorporate a Reputation mechanic to encourage them to think about their actions and their long term effects as they move through the world. I'm curious if anyone else has ever implemented anything similar and how you might have handled the mechanics.
Background: 3.0E, Forgotten Realms and mostly going up and down the Sword Coast.
So I've played a lot of games like BG and Mass Effect and I really like the idea of developing fame/infamy. I'm trying to come up with a mechanic and my first gut reaction was to just use the numbers from BG but they seem a bit much (http://baldursgate.wikia.com/wiki/Reputation). Very quickly a party can get a reputation of 20 and claim a 50% discount at shops which seems a little unbalancing.
I'm thinking switching to a -20 to 20 scale and start them at 0. As they do good deeds they move up the scale and would take a hit when they do horrible things. I'll play the numbers pretty slow so they don't become overnight heroes but still give them a sense of building.
0 - Nothing
1 - Nothing
2 - +1 diplomacy with good, -1 diplomacy with evil, +1 intimidate Evil, -1 intimidate Good
3 - 5% merchant discount
4 - +2 diplomacy with good and intimidate evil, -2 diplomacy with evil and intimidate good
5 - 10% merchant discount
6 - +3 diplomacy with good and intimidate evil, -3 diplomacy with evil and intimidate good
7 - +15% merchant discount
8 - +4 diplomacy with good and intimidate evil, -4 diplomacy with evil and intimidate good
9 - 5% per day chance of being attacked by evil bounty hunters/assassins
10 - +5 diplomacy with good and intimidate evil, -5 diplomacy with evil and intimidate good
11 - 20% merchant discount
12 - +6 diplomacy with good and intimidate evil, -6 diplomacy with evil and intimidate good
13 - 5% per day chance of being aided by someone that will approach the party with helpful information or some minor bauble
14 - +7 diplomacy with good and intimidate evil, -7 diplomacy with evil and intimidate good
15 - 10% per day chance of being attacked by evil bounty hunters/assassins
16 - +8 diplomacy with good and intimidate evil, -8 diplomacy with evil and intimidate good
17 - 10% per day chance of being aided by someone that will approach the party with helpful information or some minor bauble
18 - +9 diplomacy with good and intimidate evil, -9 diplomacy with evil and intimidate good
19 - The party gains a nemesis that has somehow been wronged by them and seeks to destroy their reputation
20 - +10 diplomacy with good and intimidate evil, -10 diplomacy with evil and intimidate good
To me this made a bit more sense by focusing on roleplaying mechanics rather than just a simple discount at stores.
I imagine the list would offer inverted statistics for the negative size of the scale but I don't think my party will head down that road.
What do you guys think? Am I giving away too much or is this underplaying the opportunity an epic hero might have.
Thanks in advance.