MechaPilot
Explorer
RISE FROM YOUR GRAVE!!
Okay, so now that I've been on holiday break for a while, I've been giving this some thought. I don't have a fully fleshed out system yet, but I'm still working on it. However, I do have some brainstorming points that I'd like to share.
Renown
Renown, as described in the DMG, is basically a measure of your good standing with an organization. There's no reason that can't be expanded to important individuals as well. Renown makes for a good version of social or status HPs, although the numbers are a bit small for that purpose. What I'm thinking of is making renown into a bigger number. Instead of gaining one or two points for things as described in the DMG, you would gain 1d6 or 2d6 points. This creates a more HP-like pool of points that can be subject to attack.
I'm also considering leaving renown with the lower point values and making it into the social AC of a character for when an enemy tries to slander her while she's not around to defend herself. If I go this route, I would have each point of renown generate 1d6 points of "status," which would act as the pool of social hit points subject to attack.
Fame
I'm not sure how much of a role this should play, but it occurs to me that with renown acting as a measure of one's good standing (which makes it rather poorly named by the DMG), there should be some measure of the spread or pervasiveness of a character's reputation. I plan to have fame work at least partly like renown: you start with a score of zero and increase it as you do deeds that make you more and more famous (or infamous). The fame score would then be something that NPCs could check against to see if they've heard of you and your deeds, which could naturally color their interactions with you.
Loyalty
I feel like loyalty needs to be somehow integrated into the system. Undermining a character's loyalty to another character definitely seems like it needs to be a part of this system. I'm considering using the loyalty score as a kind of resistance to undermining tactics.
Influence
I'm also toying with the concept of influence points. Characters can gain influence points relating to different aspects: political, economical, criminal, religious, etc. They can then spend these points to help them assail the good standing of others, or to protect their own good standing.
Fleshed NPCs
In order to make this system work well and more easily, I think I also need to come up with a few archetypal templates that can be applied to NPCs. For example, a crime boss template would provide a few points of criminal influence and (probably) at least a single point of political and/or economic influence. It would also like to certain goals, such as wealth and political power, which would provide a basis for determining what types of activities can help you gain renown with that NPC.
Thoughts?
Okay, so now that I've been on holiday break for a while, I've been giving this some thought. I don't have a fully fleshed out system yet, but I'm still working on it. However, I do have some brainstorming points that I'd like to share.
Renown
Renown, as described in the DMG, is basically a measure of your good standing with an organization. There's no reason that can't be expanded to important individuals as well. Renown makes for a good version of social or status HPs, although the numbers are a bit small for that purpose. What I'm thinking of is making renown into a bigger number. Instead of gaining one or two points for things as described in the DMG, you would gain 1d6 or 2d6 points. This creates a more HP-like pool of points that can be subject to attack.
I'm also considering leaving renown with the lower point values and making it into the social AC of a character for when an enemy tries to slander her while she's not around to defend herself. If I go this route, I would have each point of renown generate 1d6 points of "status," which would act as the pool of social hit points subject to attack.
Fame
I'm not sure how much of a role this should play, but it occurs to me that with renown acting as a measure of one's good standing (which makes it rather poorly named by the DMG), there should be some measure of the spread or pervasiveness of a character's reputation. I plan to have fame work at least partly like renown: you start with a score of zero and increase it as you do deeds that make you more and more famous (or infamous). The fame score would then be something that NPCs could check against to see if they've heard of you and your deeds, which could naturally color their interactions with you.
Loyalty
I feel like loyalty needs to be somehow integrated into the system. Undermining a character's loyalty to another character definitely seems like it needs to be a part of this system. I'm considering using the loyalty score as a kind of resistance to undermining tactics.
Influence
I'm also toying with the concept of influence points. Characters can gain influence points relating to different aspects: political, economical, criminal, religious, etc. They can then spend these points to help them assail the good standing of others, or to protect their own good standing.
Fleshed NPCs
In order to make this system work well and more easily, I think I also need to come up with a few archetypal templates that can be applied to NPCs. For example, a crime boss template would provide a few points of criminal influence and (probably) at least a single point of political and/or economic influence. It would also like to certain goals, such as wealth and political power, which would provide a basis for determining what types of activities can help you gain renown with that NPC.
Thoughts?