Virtue Proposal This virtue system would be different than the one we had before. First of all, you can only gain virtue by doing specific quests and sideplots. If you defeat a boss, you get a set amount of virtue points. If you give the beggar in Bern enough gp, you'll also gain a set amount of virtue (only once, though), and so forth. But killing regular enemies would not raise your virtue. Secondly, you can lower your virtue several ways. By killing townspeople such as the guard, by doing dishonorable deeds such as stealing the lunch from a person as in chono trigger, or by player killing. The first two events would result in a virtue loss that would be a set amount. Losing virtue by killing a player depends on two things: The person's experience level relative to your own, and their virtue level. If a person is evil, having less than 0 virtue, a person who kills them will gain an amount of virtue. This amount depends on how evil the person is who was killed. In turn by dying, the evil person will gain a set amount of virtue. By dying for your crimes you in effect pay for some of what you did. But, the highest a person can reach by dying is 0. At that point, the person becomes neutral, and if someone should kill them again, they'd lose virtue. The amount of virtue you lose by killing either a good or neutral person also depends on your virtue level. The higher your virtue, the more you'd lose by killing. In turn, the lower your virtue, the less you'd lose until reaching the negatives. From that point forward, the more you kill, the more your virtue decreases (could use an absolute value function). This in effect duplicates the effect of how the people view you. If you are the most righteous person on the planet and you kill, it would lower the people's esteem of you by quite a bit. Again, if you're evil, the more you kill, the more the people hate you. Another multiplier of how much virtue you lose is experience level difference. If you kill someone higher or similar to you in level, the multiplier would be 1. But if you kill someone who is significantly lower than you, your virtue would decrease significantly. However, even if you are neutral and you are the same level as the person you kill, the loss should still be enough to ward the person off from doing it too many times. If you at any time have a negative virtue, it results in several things. First of all, townspeople will charge you more money for goods and services. Secondly, a person with negative virtue becomes a target of the players in general as they will gain virtue for their death. Thirdly, depending on the guild, you may not be let into the guild at all. Certain guilds will tolerate people with negative virtue such as thief and assassin, but others such as cleric and paladin will not let those in with negative virtue at all. I think this technique of doing virtue is beneficial for several reasons. 1) It adds a sense of realism to the game. 2) Since you do gain virtue if you're evil when you die, it will prevent people from killing you repeatively if you aren't very evil since they will lose virtue if you have 0 or higher. 3) It allows us to refrain from a duel command or flag as well as admin intervention. Only if a situation is serious such as a single person or group killing a person or people several times in a row will admin intervention be necessary. 4) It allows the players to be involved. Basically, if you don't want the players to hate you and go after you, you won't kill them. Of course, I don't think we should have only three levels of virtue such as evil, neutral, and good, we should have more. I'm not too good with names, but we could have something like Evil-Incarnate, Deplorable, Bad, Neutral, Good, Exemplorable, Righteous. We should have several levels since a person with a detect allignment type spell or skill can judge roughly how evil or good a person is and act accordingly. Anyway, this is just my idea and I don't know how difficult to put in. Macro suggested a change such as only able to get to -1 virtue by dying. That way you have to do a deliberate good deed to become neutral. The only reason I didn't like this was that it doesn't prevent a player or group of players from killing a person with -1 virtue over and over since they'll never be good until they do something like defeat a boss. Anyway, I think we both had a strong opinion and I'd like to hear more about his as well. - Virtue Gain - No virtue gained on regular enemies (If this is changed, only 1 per enemy). - Gained on bosses, by doing good deeds to npcs, or by making a correct choice in a conversation (need to set a specific value for each) - Gained by killing an evil player - Gained if virtue is less than 0 and you are killed by another player. Virtue Loss - Killing a person with virtue 0 or higher - Doing evil things to npcs like killing them or choosing a wrong choice in a conversation. - Killing good bosses (This would only apply if there's a boss that shouldn't be killed in the storyline) - Stealing from, cursing, or doing other evil things to players with virtue over 0. Virtue Penalties - If you have less than 0 virtue, all items, equipment, and services (including the inn) cost more depending on how negative your virtue is. - Certain guilds will not let your into their guilds depending if virtue level is too low. - Merchants will give you less money for selling your goods if you have negative virtue. Virtue Rewards - Certain events in the storyline may call for certain virtue levels. If you have a level high enough, you may get rewarded through stat increases, special items, or lowered prices in certain towns or other places. - May get additional clues from npcs in the storyline if virtue is high enough. (This includes hidden quests)