tukkek / javelin

Party-based roguelike (open-source strategy-RPG game).
https://javelinrl.wordpress.com/
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Reputation #122

Open tukkek opened 7 years ago

tukkek commented 7 years ago

Things like capturing a town could give +1 reputation divided by all Combatants in the Squad. Similarly pillaging would give a (lesser) negative reputation, so on and so forth. Once per day reputation (good or bad) decays for a factor of 1/400.

Reputation would in turn affect #23 and also event rolls in Towns.

tukkek commented 6 years ago

Alternatively, the Honor variant system would work pretty well for reputation. http://www.d20srd.org/srd/variant/campaigns/honor.htm

Basically each Combatant would have a reputation level (shown as a textual rank on their sheets if different than zero, which is the starting value). Certain World actions will raise or diminish their reputation, which in turn grants a modifier towards Diplomacy rolls.

The issue with this system is: how to prevent repeating actions in order to scum reputation? For example: successfully taking a Relic should significantly raise one's reputation, but then the player can just keep getting and dropping it to reach maximum level. The first solution is naive (and preferred): gain reputation only on non-repeatable actions (int Combatant#reputation=0), so opening a Temple gains reputation but taking a Relic doesn't. The second is having instead a non-clonable Reputation class and field, only for Squad members, that keeps track of each achievement as booleans, in order to prevent repetition.

+20 Paragon, diplomacy +4
+10 Hero, diplomacy +2
+5 Vigilante, diplomacy +1
0 Nobody (no text in Stats Screen), diplomacy +0
-5 Scoundrel, diplomacy -1
-10 Villain, diplomacy -2
-20 Nemesis, diplomacy -4

Ideally, these should be flipped when dealing with evil beings and nullified when dealing with neutral beings or locations. Examples would be affecting prices for shops and hiring mercenaries (based on Diplomacy).