07-14-2011, 12:48 PM | #31 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Reputation and Intimidation
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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07-14-2011, 12:52 PM | #32 | |
Join Date: Sep 2004
Location: Canada
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Re: Reputation and Intimidation
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That's exactly why I suggested it, and exactly how I thought it would be working.
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07-14-2011, 12:56 PM | #33 | |
Join Date: Sep 2004
Location: Canada
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Re: Reputation and Intimidation
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I was specifically noting a trade up in effect - "sure, you can leverage that into a bonus on Intimidation, but it's also logically going to penalize non-Influence skills as well as some Influence skills in non-Influence situations where your Reputation otherwise might not be relevant" Or to put it another way "If you want to grind out extra detail on things, it's going to apply evenly, not just to the awesome parts."
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07-14-2011, 12:57 PM | #34 | |||
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Reputation and Intimidation
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I'm saying a negative reputation modifier shouldn't generally have a positive effect on your Intimidation roll, while Langy is saying it should. Quote:
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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07-14-2011, 01:02 PM | #35 |
Join Date: May 2008
Location: CA
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Re: Reputation and Intimidation
I think the frequency-of-recognition bit is a terrible way to go at this, because it makes it much more complicated. Further, a positive reputation results in a whole lot of things that make no sense if the people dislike him, try to kill him, and otherwise serve as enemies.
A reputation for bloodthirstiness should help in some situations and hinder in others. It should help if you make threats, but hinder if you try and convince people that you won't hurt them, for example. You should apply these modifiers intelligently, not just say 'this is a negative point cost trait, so it shouldn't ever be treated as other than a penalty'. Reputations are inherently complex and fluff-heavy. It's much simpler, and probably more proper, for the GM to make a call rather than creating a complex build of reputations. |
07-14-2011, 01:07 PM | #36 | |||
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Reputation and Intimidation
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Certainly, people who dislike someone, try to kill him and otherwise serve as enemies will have a negative view towards someone, and that certainly qualifies as a negative reputation. But that's not necessarily going to translate into an intimidation bonus. I mean, I disliked Osama Bin Laden, I supported efforts to kill him, and I would otherwise serve as his enemy, but I wouldn't quake in my boots if I saw him. EDIT: Oh, and an accessibility modifier on the reputation, IMO, would make more sense than frequency of recognition. Quote:
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. Last edited by Mailanka; 07-14-2011 at 01:10 PM. |
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07-14-2011, 01:26 PM | #37 |
Join Date: May 2010
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Re: Reputation and Intimidation
Just adding my 2 cents here.
I guess the basic problem is that in my eyes your intimidation attempt in this case is sepperate from your reputation. Your reputation means that the pirates hate your guts, they think you are just a bit of a jerk. But that doesn't make you scary, as said before. What does make you more intimidating, is the fact that you probably killed quite a few of them, they know you will toss them overboard and that you will be mean to them. For the rest, they still think you are pretty much an awful person and that won't make you love them more. |
07-14-2011, 01:30 PM | #38 | |
Join Date: May 2008
Location: CA
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Re: Reputation and Intimidation
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That seems like an extremely silly idea. I think the GM should be able to decide, and leave the reputation as-is. In any case, for this character, the rep should really be -6 (to cancel out the +3 for famous-adventurer that effects all humans, and get the penalty from being a -3 rep), and I could also build in a +3 for being scary, and it'd be the same point cost. And no, just because you're terrified of someone doesn't mean you'll run away from them, especially if you've got a weapon. You'll try and kill them, especially if you've got surprise on your side. On the other hand, if he's got surprise on his, then running away might seem to be a much better idea. |
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07-14-2011, 02:10 PM | #39 | |||
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Reputation and Intimidation
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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07-14-2011, 03:18 PM | #40 | |
Join Date: Mar 2011
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Re: Reputation and Intimidation
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Really you just need to make sure that the extra benefits and penalties balance out. Last edited by Lamech; 07-14-2011 at 07:19 PM. |
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Tags |
reaction modifiers, social engineering |
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