If you’re walking in on the middle of the advanced fantasy dungeon series, there’s an index here.
There is almost nothing talking about the “Social” pillar of play in second edition. There are no ability checks to change peoples attitudes references at all. All we have is references to “starting reactions” and some rules in the DMG on reaction rolls.
The reactions are: Flight, friendly, indifferent, cautious, threatening, hostile. They are treated like a ladder, dependent on PC approach, and are clearly intended to be for combat encounters, not for petitioning nobles or bartering with merchants. The only thing that effects the roll is bardic abilities, although morale (betraying the combat-centricity) effects it. Can you move up or down the ladder? No comment is made.
First, we need to make it less combat-centric, equally valid for a goblin raiding party and a merchant. It should mirror check, where pre-existing reputation (positive or negative) is a modifier on the roll, proficiency (being a bard) gives advantage, and infamy or poor impression gives disadvantage on the roll.
Reputation, then needs some added complexity, because it is specific to location or to domain, often both. This has to be recorded, and +1 is a reward for a significant contribution to a specific place (the Village of Homelethe), or a specific domain (the Criminals of Lathegard). This might sit in the GMs domain, as reputation both negative or positive can be unknown.
Movement is not mechanised, by which I mean, you can bribe, manipulate, talk, or foot-in-your-mouth up and down the ladder once you have a starting attitude, but you can’t roll to move up or down. Let’s write the rule.
When you encounter a new NPC or group of NPCs, the GM makes a reaction check, modified by your reputation. If you have bardic influence, roll with advantage, and if they predisposed against you, roll with disadvantage. The NPCs reaction is determined by the result:
1-2. Positive (friendly, welcoming or receptive)
3-6. Possibly positive (amiable or deliberating)
7-15. Uncertain (indecisive or neutral)
15-18. Possibly negative (suspicious or skeptical)
19-20. Negative (hostile, fleeing, or unreceptive)
Once starting reaction has been determined, it is not rolled again once the NPC knows the party, and their reaction remains stable between meetings. In-world choices can effect change the NPCs disposition towards the party, but rolls (for example, a charisma check) cannot.
Reputation is awarded (+1) for a significant contribution to a location, profession or faction, and is effective only in that context.
This has been a part of the Advanced Fantasy Dungeon Series! Let me know your thoughts on reaction rolls and reputation, if there are questions left unanswered, whether I’ve overlooked anything glaring, or anything of the sort!
Idle Cartulary
22nd April 2022


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