Showing posts with label reputation. Show all posts
Showing posts with label reputation. Show all posts

Wednesday, May 11, 2011

Haggling Table

Some folks just love to wheel and deal when a PC is buying or selling goods. Here's a few table to aid haggling.

Step 1. Find Opening Price

If the Merchant is selling roll here:
Merchant Selling
roll......Initial asking price
2-3...... 200% of list
4-7....... 150% of list
8-10..... List Price
11-12.... 90% of list price

The player sets the counter offer and if they don't match on to the Haggling Table

If a PC is selling have the player state price and roll here:
Merchant Offer
2-3..... 10% of List
4-5..... 20% of List
6-8..... 30% of list
9-10... 75% of list
11....... 90% List
12....... Player's asking Price...no reason to haggle

If the player doesn't agree move on to the haggling table

Step Two Haggling:

Haggling Table
2........ Refuses to do business with PC
3........ The deal is off.
4-6..... Doesn't budge on price
7-8..... Offer's 10% discount on bulk purchase
9-11.... Moves price towards PC offer
12 ...... Agrees to PC offer

Haggling ends when a PC accepts a price.

Apply modifiers for clever roleplaying if one wishes.

Refuses to do business with PC - merchant will not do business with PC now. May throw PC and friends out of shop if applicable. The PC will be -2 to haggle with this merchant in the future. the penalty will be dropped after 3 sales.

The deal is off.- The merchant can't alter his price and if the PC will not pay the right amount of coin there will be no sale. The PC will be -1 to haggle with this merchant in the future. The penalty will be dropped after 2 sales.

Doesn't budge on price- the merchant holds firm to the price as it is.

Offer's 10% discount on bulk purchase- if PC buys three or more of an item (or multiple similar items) the merhcant can let them go for 10% off of his current asking price.

Moves price towards PC offer- the merchant moves the price 1/4 the difference towards his asking price and the PCs offer. This in effect reset the asking price. (ex: A merchant is trying to sell a PC a finely Crafted sword for 50 g.p. the PC has counter offered with 15 g.p., when the merhcant moves the price towards the PC's offer the price will be lowered by (50-15)/4 to find a price of 41 g.p.)

Agrees to PC offer- the sale is made. future haggling at +1 . The bonus is lost if a roll of 2 comes up on haggling roll.

Limits on haggling: Some players will Haggle all day long on even minor purchases. If a DM allows Haggling limiting haggling rolls to 3 per deal could work fairly.
One could also limit the number of haggling rolls a player is allowed per game session to the PC Charisma score.

Tuesday, September 7, 2010

Dueling (Reputation)

Dueling is an ageless tradition in societies where the force of arms and the temper of steel are thought to go hand in hand with justice, honor or manhood. Gentlemen are expected to take up arms in defense of their honor and reputation as they would to defend, property, life and limb and their lord.

How a duel occurs and unfolds has a lot to do with how people see the duelists in question.

As there is a host of cads, unworthy foes and other duties to be attended to a person may find themselves in need of rebuffing a challenge to a duel and refusing to enter such a challenge of arms.

A person may rebuff a duel with little social impact by making a Grace save.

Modifiers to Refusing to Duel
if the challenger is 2 or more levels lower +2 to Grace save
if the challenger is of lower social class +4 to Grace save
if the challenger is 2 or lower reputations grades lower +2 to save
if challenged is a Lady she is +4 to her Grace save to successfully Rebuff.

Reputation costs of the Challenge and Rebuff
Challenging a superior to a duel and being rebuffed -2d6 Rep Pts. per difference (levels, social class other considerations, it's daring to challenge your betters)
Refusing to duel an inferior and failing a well mannered rebuff -1 Rep Pts.

Any proper duel is attended by witnesses (and could draw a sizable crowd). A duelist should be accompanied by a second who will serve to protect the duelist if things get out of hand and even to fight in their place in case things go poorly.

For an NPC to second for you they should be related, of similar social class and generally of no more then one reputation grade lower the the duelist.
Make a traditional reaction roll to see if an NPC will Second for one in a duel.

An NPC must make a grace save to refuse to second losing 1 Rep Pts when they do so. If refused the Duelist must make a Grace save or lose 1d4 Rep pts because of the humiliation.

The conduct of the duel should follow the standard single combat rules of the system being used.

A DM may require both duelists to consult the Dueling Reaction
chart before conduct commences.

Ones reputation will ebb and flow based on the conduct of the duel.

Reputation costs of the Duel itself.
Arriving at a duel.............+1 Rep Pt.
Failing to arrive at duel......-5d6
Seconding at a duel............+1 Rep Pt.
Surviving a Duel...............+1d4 Rep Pts.
Apologizing to end Duel........grace save or -2d4 Rep Pts.
Showing Mercy to your foe......+1d6 Rep Pts.
Refusing to show mercy.........+1d4 in evil societies/ -1d6 Rep. Pts in goodly realms.

Challenging and defeating an obvious inferior requires a Grace save of the victor or they may lose 1d8 Rep pts.

Wergild
In some lands the victor of a duel may find himself in a limited (but not always inexpensive) financial obligation to the survivors and heirs. This death price will vary from campaign to campaign. (A recommendation for a typical GP rich fantasy setting is 50 g.p. + 50gp per Reputation Grade with modifers according to social class.)

Failure to meet this obligation can have further fiscal and legal complications and can result in a notable loss of Reputation if it develops into a true scandal.

Tuesday, August 31, 2010

Reputation and Trading

This subsystem uses figures, scores and terms form this post on Reputation and Grace.

A man lives by his word and deeds not simply by the weight of his coin. Trading and the related Haggling is most certainly influenced by Reputation. Presented here is a simple system for trading based on Reputation that gives a little room for wheeling and dealing without dominating too much table time.

Trading is handled by a roll on Reputation Table IV: Trading/Haggling. To conduct a bout of Trading over the price of a good the customer offers a Bargain Price against the Asking Price of the seller. Differences in the price are compared, modifiers applied to a roll of 2d6 and the table consulted.
Merchant Trading Score is required for a merchant. This is simply a score of 0 to 5 that describes how hard a merchant haggles a 0 is inexperience or poor skill while a 5 is a very skilled and wily tradesman.

Modifiers to Roll:
Apply Customer Reputation Reaction Modifier.
Apply Customer CHA Reaction Modifier.
Subtract Merchant Trading Score.
If Bargain Price is approximately 75% of asking price subtract 1 from the roll
If Bargain Price is approximately 50% of asking price subtract 2 from the roll
If Bargain Price is approximately 30% of asking price subtract 4 from the roll
If Bargain Price is approximately 10% of asking price subtract 8 from the roll

If a player is trying to sell goods one may apply their reputation based reaction modifier as the Merchant Trading Score. If the merchants other scores are unknown simply double the Merchants Trading Score and then add to roll.

A player is never compelled to buy an item but refusing the deal can result in a loss of Reputation Points now and again. The "Snookered" result compels purchase at the cost of Rep Pts for refusal.

If one refuses a Bargain Priced result a Grace Save may be required by the DM or the customer faces a loss of 1d3 Rep pts.

Refusing a gift may or may not have further complications at the DMs whim and the situation at hand.

Failure to buy more (at 50% or more of asking price) in a year (or next time identical goods are purchased if sooner) costs the customer 1d6 Rep Pts. No save allowed.

Accepting 3 or more gifts without offering a noteworthy gift in return costs 2d6 reputation, a Grace Save will halve this loss.

There is a 1-3 chance (in d6) an Insulted Merchant may call upon guards or other help to eject a customer. Active roleplay and a Grace Save will mitigate this result.

There is a 1-4 chance (in d6) an Outraged Merchant may call upon guards or other help to eject a customer and even react with violence. Active roleplay and a Grace Save at -4 will mitigate this result.

Merchants are usually clever or cautious enough to avoid harm so a DM is cautioned to gauge Merchant reaction carefully.

If a confrontation with a merchant results in harm to the merchant, his property or guards the offender may face legal issues and a loss of reputation of 6d6 if a Grace save (half on save) is failed following the incident.
Trading/Haggling is presented as an option and clearly wouldn't fit every campaign or every shopping trip in play. It's up to the DM to determine when this subsystem will see use.

Monday, August 30, 2010

Reputation and Grace

Reputation and Grace

Here is the framework for a mechanical social condition and conflict system for FRPGs.

Reputation is the opinion and social evaluation of an individual. It is an important factor in many areas, such as academia, business and social status. The reputation of a character is expressed by a Reputation Grade (R.G.) and Description based on the current score of Reputation Points. The actions of a character and others in society directed at them will
impact the current score of Reputation Points.

The Grace Save is instrumental is offsetting or diminishing the impact of possible loss of Rep. Pts. When a Grace Save is called for it is rolled as any other saving throw. It reflects ones ability to react in style to insult and slander as well as rebuffing the slights of others along with shaking off social faux-pas.

The Grace Save modifier is modified by the Charisma score and is based upon societies attitude towards ones character class. Reputation Table I indicated the Grace modifiers as per Charisma score. Each campaign or society will hold different classes in different degrees of regard. The DM should establish these degrees of favor and may vary them from region to region and even situation to situation if so desired. Grace saves as they relate to the favorability of a character class is determined by Reputation Table II.





Additional Modifiers to Grace saves:
Non Noble-Born Dwarf....-1
High Elf................+2
Half-Orc................-3
Noble Background........+1
Lowly Background........-2*
Barbarians..............-2

*This may be disregarded if one maintains R.G. of 1 or higher for two years time)


The initial Reputation Points of a character are determined by rolling 2d4 and subtracting 5 to yield -3 to 3 Reputation Points. Ones' Reputation Grade as determined by reputation points and associated modifiers are found on Reputation Table III.

Notes on Reputation Table III entries:
Reaction is a modifier to reaction rolls made in situations where ones reputation may have impact such as at city gates, visiting inns, when caught in indelicate situations and on well traveled roads.
Intimidation is a modifier applied to situations where the character attempts to sway the actions of other through intimidation.
Notice is the chance of having one identity noted by others when not announced or obvious.
Invitation is a modifier to roll required to determine attendance of feasts and balls being hosted.
(rules for Intimidation, Feasts, etc... to follow in future post)

The Reputation Points and Reputation Grade of a Character will rise and fall based on their actions and the reactions of others.

Suggested Reputation Point Gains and Losses:
Completing Quest for
Minor Lord.....+1d6
Duke...........+2d6
Prince.........+3d6
King/Emperor...+4d6

Being part of a successful expedition....+2d6
Being part of a failed expedition........-1d6
Leading a successful expedition..........+5d6
Leading a failed expedition..............-2d6

Fought at Battle
Skirmish............+1d6
Small Battle........+2d6
Large Battle........+3d6
Major Battle........+4d6
Epic Battle.........+5d6
Commanding a Squadron in battle.....+1
Commanding a Company in battle.....+1d4
Commanding a Battalion in battle...+1d6
Commanding an Army in battle.......+2d6


Fleeing Combat and Leaving Allies on the Field of Battle
Duel....................-4d6
Skirmish................-3d6
Melee...................-2d6
Small/Large Battle......-1d6
Major Battle............-2d6
Epic Battle.............-3d6
A Grace Save can halve the loss for fleeing combat.

Slaying a foe with 3-4 HD/levels greater +2d6
Slaying a foe with 5 + HD/levels greater +4d6

Insults
Insulting another so as to damage their reputation is a Social Attack.
It is made by roleplaying and a a successful Grace Check.

A failed attack against someone with a positive R.G. results in a loss to the attacker in Rep Pts equal to the targets R.G.

If one is the victim of a successful insult they must make a Grace save to shake it off or they suffer a loss of Rep Pts as follows.

Insult towards personal capacities......-1d4
Insult towards associates...............-1d3
Insult towards family/clan..............-1d6
Insult towards political affiliations...-1d3
Insult towards lover or mate............-1d8
Insult towards mother...................-2d6
Insult towards a womans honor...........-2d8

In any case Failing to challenge insult of equals inflicts a debit of 1 Rep. Pts.

Rules for Feasting, Balls, Trading and Dueling to follow in future posts.