Incorporating Reputation

dreaded_beast

First Post
I have a player that likes having a growing "reputation" as being a reward for adventures.

Any ideas on how to incorporate this into campaigns and adventures?
 

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Unearthed Arcana has a pretty good system.

Failing that....


Everyone has a base 20 Knowledge (Local) chance of recognizing the PC

+1 for defeating "boss" monsters
+ the PCs charisma bonus
+1 for "deeds"

If the NPC recognizes the PC apply a +/- 4 circumstance modifier to Diplomacy, Bluff, Intimidate checks for that NPC. A bonus if the NPC would like the PC. A penalty if the NPC would dislike the PC.

Finally, for every four levels (every time the PC gains an ability point) the PC suffers a -1 fame penalty to disguise checks. This is cumulative.


... that's somewhat inferior to Unearthed Arcana, but it's quick and dirty ... just like my Ex.
 


If you can get your hands on the The Complete Bards Handbook for 2E, I thought it had a wonderful mechanic for fame and infamy. Might need a bit of tweeking, but it should work nicely.
 

I use a system (I call Influence) with base calculated at Level + cha mod (so a Bard 1 cha 16 has Influence = 4).
Then modified by deeds Epic Deed +5, Major Deed +2, Minor Deed +1, Fails mission -2 etc.

Influence has two uses IMC
1.I modified Moderns 'Wealth system' to represent the call the character has on the resources of the community

2. Use the Leadership table to determine the number of people a PC can call on for aid (higher level = Patrons).

So for instance our Bard with Influence 4 has a 3rd Level Patron, and NPC that the character can call on and ask favours of (eg Uncle Rolf the blacksmith (Expert 3) might be willing to give you an Adamantium Spear or Br. Dominus the Cleric might give the character some healing potions)
 



Generally I look at what would influence the reputation of the party or an individual member of that party. What deeds are done, and how is knowledge of those deeds spread? In the current game I'm running, the group has done a number of very public things, done a few things for people in power, done things in the presence of people likely to talk to others (servants, merchants, travelling musicians). A few people have a very recognizable 'look' about them, and a couple carry virtually unique magic items with very visible effects. The accumulated baggage of all this is that now as they enter the realms of 10th level or so, sometimes they'll encounter things in the region that will exclaim 'Oh %&^*, it's them! Run!'. And they also have the attention of a few things that are thinking 'If I get rid of them, then my rep is made.'. Or 'They could prove to be a thorn in my side, like they were to X. I need to have them killed before I begin implementing my plans'.
 

I've successfully used a system for honor and reputation where the score can be used in place of charisma for social skills. Players start with a score of 1 and normally only get 1 chance per level to raise it, though exceptional circumstances may give extra raises.
 

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