There's been a few popular homebrew concepts along that line. I remember the Animated Spellbook guy actually had an interesting video where Honor was treated as a stat. But really, reputation I think is less of an attribute and more something that your DM should be keeping in mind with encounters, since it's hard to say what would count as positive or negative. Like... being a group of well-known adventurers righting wrongs and dispensing justice is likely to be treated as positive, while being a known group of thugs who robs people and burns stuff down for fun would probably be negative. But depending on where you're going in the game it doesn't necessarily mean that you're going to be given a positive or negative reception. Sure, the "bad guy" team is probably not going to get much help from city guards or anything, but they might actually have better luck getting along with the thieves' guild or other criminal groups. Having a stat to track is probably less important than just having the DM give NPCs a realistic reaction to your characters' presence.
What I really like about his system is the idea of burning renown for leverage - cashing in on social capital: "Look, we repelled the Orc war party from your village, you owe us". This of course lowers your renown, but it allows you to use your reputation as a resource.
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or reputation points.
something that rewards/punishes groups in general. and establishes a reputation.
if it's poisitive at certain level it could do things like a reroll once/day
or ignore 1 crit fail 1/day
negative rep would do things such as auto negative npc reaction
what do you think?
There's been a few popular homebrew concepts along that line. I remember the Animated Spellbook guy actually had an interesting video where Honor was treated as a stat. But really, reputation I think is less of an attribute and more something that your DM should be keeping in mind with encounters, since it's hard to say what would count as positive or negative. Like... being a group of well-known adventurers righting wrongs and dispensing justice is likely to be treated as positive, while being a known group of thugs who robs people and burns stuff down for fun would probably be negative. But depending on where you're going in the game it doesn't necessarily mean that you're going to be given a positive or negative reception. Sure, the "bad guy" team is probably not going to get much help from city guards or anything, but they might actually have better luck getting along with the thieves' guild or other criminal groups. Having a stat to track is probably less important than just having the DM give NPCs a realistic reaction to your characters' presence.
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There is an optional renown stat that is tracked for reputation with groups. There is also inspiration which can be used to gain advantage on rolls.
There's been a number of published variants of this idea in blogs and such. The Angry GM does this as an "honor mechanic", but it's easily re-skinned as any social capital metric.
What I really like about his system is the idea of burning renown for leverage - cashing in on social capital: "Look, we repelled the Orc war party from your village, you owe us". This of course lowers your renown, but it allows you to use your reputation as a resource.
My DM Philosophy, as summed up by other people: https://drive.google.com/file/d/1rN5w4-azTq3Kbn0Yvk9nfqQhwQ1R5by1/view
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The General Features System should allow us to build out mechanics like this - it's on the short-term roadmap.
http://dndbeyond.com/feature-roadmap
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A general framework for custom homebrew stats and metrics, incorporated into the DnDBeyond Character sheets would be awesome! :)
My DM Philosophy, as summed up by other people: https://drive.google.com/file/d/1rN5w4-azTq3Kbn0Yvk9nfqQhwQ1R5by1/view
Disclaimer: This signature is a badge of membership in the Forum Loudmouth Club. We are all friends. We are not attacking each other. We are engaging in spirited, friendly debate with one another. We may get snarky, but these are not attacks. Thank you for not reporting us.