Friends and Foes - A Reputation System
Friends and Foes - A Reputation System
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Contents
Credits....................................................................................................2 Major Location Reputation................................................................ 7
Notice of Open Game Content............................................................ 2 Gaining and Losing Major Location Reputation �������������������������� 7
Usage Notice.........................................................................................2 Effects of Major Location Reputation............................................. 8
Using the Reputation System.............................................................. 4 Group Reputation................................................................................. 9
Reputation in General..........................................................................5
Gaining and Losing Group Reputation........................................... 9
Reputation Scale................................................................................5
Effects of Group Reputation........................................................... 10
Perceptions.........................................................................................5 Individual Reputation........................................................................ 11
Extremely Low Reputation.............................................................. 5 Gaining and Losing Individual Reputation.................................. 11
Global Reputation................................................................................6
Effects of Individual Reputation.................................................... 12
Gaining and Losing Global Reputation........................................... 6 Tracking Reputation.......................................................................... 13
Effects of Global Reputation............................................................ 6
Individual Effect
Reputation Level
-10 The characters are among the most loathed people the individual has ever met. They do not deign to entertain them in
any way. If the characters have any sort of hangups with the law, a group, or anybody else in the city, the individual will
conspire with them against the characters.
The characters have disadvantage on all Charisma checks with this individual, if they will interact at all. Any merchant,
quest giving, or similar services the individual can offer are not available. At this level of reputation, the only way to
improve it is by improving reputation elsewhere to try to create an avenue of forgiveness.
If the individual is a quest giver, they will most likely not be willing to give any to the characters. If they do, it is likely to be
a suicide mission or a wild goose chase to get rid of them.
-5 The individual would prefer never to see the characters again and will do everything possible to avoid them. If the
individual can offer any services to the characters, they’re only available at ludicrous prices or in exchange for an extreme
sacrifice.
The characters suffer a -3 penalty to Charisma checks with the individual and can only obtain goods and services from
them for 10x their normal rate, at a minimum. If the characters have a low reputation with groups and locations the
individual is affiliated with, this may mean they’re paying dozens of times the normal rate for goods and services.
If the individual is a quest giver, they’re unlikely to give the characters any quests unless the quest is so unpleasant that no
rational person would take it on. These quests will likely be extraordinarily dangerous, with the individual quietly hoping
the characters won’t return.
-2 The characters have made some transgressions against the individual, but the relationship isn’t beyond repair. The
individual will be wary around the characters, careful not to expose themselves to unnecessary risk, but won’t go out of
their way to avoid them either.
The characters suffer a -1 penalty to Charisma checks with the individual. Goods and services the individual can offer are
limited to what they can spare safely without a negative impact but aren’t marked up more than usual.
0 The individual regards the characters as strangers or, at most, loose acquaintances. There are no particular upsides or
downsides for the characters with this individual, and they will simply interact in whatever way they would by default.
+2 The individual is starting to consider the characters friends at this point, but there’s still a little way to go before there is
meaningful truth behind that sentiment. The individual is willing to take minor risks and chances for the characters and
will offer them what assistance they can without putting themselves in any jeopardy.
The characters have a +1 bonus to Charisma checks with the individual. If the individual can, they will offer slightly
more premium goods and services, such as providing them with minor exclusive information. They may receive slightly
favorable pricing, but it won’t be anything particularly noticeable.
If this individual is a quest giver, they will provide extra assistance when sending the characters out. The extra assistance
may come in the form of secret information that will help them along, some sort of minor boon, or any other reasonable
assistance.
+5 The characters are considered true friends of the individual. The individual will go out of their way to help the characters
to whatever extent they reasonably can, even going so far as to take significant risks for them.
The characters now have a +3 bonus to Charisma checks with the individual. The individual will offer any and all aid they
can, though they will need to receive fair compensation for it. If the individual has it, they’ll offer the characters things
like secret information, access to high-ranking individuals, or something equally useful.
If this individual is a quest giver, they can connect the characters with better quests and provide more secret information
about them. Additionally, the individual may be able to arrange for boons to assist the characters or some other form of
assistance as appropriate.
+10 The characters are among the closest people to the individual. They’ve reached the point that some may consider them
like family, and the individual will make significant sacrifices to help the characters whenever needed.
The characters have advantage on all Charisma checks with this individual. The individual will also open house and home
to the characters, offering them everything they can to help them. The characters may even persuade them to part with
some possessions or offer exclusive services for free; however, this may come at the cost of damaging their relationship a
little. Secrets are shared like wine at dinner, and the individual will gladly introduce them to anyone they know.
If the individual is a quest giver, they will offer the characters the best tasks they can and often have extremely useful
secret information at their disposal. For example, if the individual is aware of a powerful magic item hidden away in a
ruin, they may also know the secrets of how to reach it (such as the solution to a puzzle or a way to bypass a trap).
12 THE DM LAIR - FRIENDS AND FOES
Tracking Reputation significant enough to want to track their reputations. And you’ll
also have between two and four individuals who warrant the
We’ve gone over the different levels of reputation, and there same attention. Of course, you’ll need to use your judgment for
are many moving parts between them. From global reputation who warrants this attention, and you may find yourself tracking
all the way down to individual, each layer of reputation can fewer or more than that number; this is just a guide so you can
influence the others, and, depending on character actions, there get a rough gauge before diving into your specific needs.
may be a sizeable shift in how the world perceives them in any
given game session. For the sake of simplicity (and your sanity!), we recommend
managing reputation changes after the game session is over,
However, we do NOT recommend that you track reputation usually when you’re making notes about the session or
for every single person the characters might come into contact preparing for the next game. We only recommend managing
with. It’s neither practical nor necessary. For example, the reputation changes during the session that are of such
characters will encounter a great many random people in their magnitude they will radically shift a relationship dynamic on
adventures who they never see again. There’s no real reason the spot, such as if the characters attack an individual.
to track the reputation score with these individuals. Instead,
focus on the ones who really matter and use the higher levels to Of course, you can use whatever method of tracking reputation
generalize the other NPCs the characters come across. suits your needs best, but the following is a sample chart you
can use to keep track of all the various reputation levels easily.
You will need to track reputation in each major location the You’ll want to use a separate instance of this chart for each
party visits for a meaningful period. If they’re just stopping by, major location in your campaign. This may mean you only
don’t worry about it, but if they’re going to adventure there for need one (such as for campaigns that happen exclusively in one
a while, you probably should track it. Within each tracked major city) or several.
location, you’ll probably have three or four groups that are
Individuals Groups
Individuals Groups
Individuals Groups
14
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