Set Precedents/Cheat Code Adjectives

To set a Precedent is to do something that establishes a standard, pattern, or policy that will be used in the future.

You should always be able to set a good precedent, but restricted to when to set a bad one. But when should you be allowed? Citing that it’s the last run of the campaign, or when a specific precedent would have no appreciable effect on gameplay, or when the PC has exhausted all other options.

This system aims to track a player’s choices they make with their PC(s) and adjust their Player Pick/Cheat Code accordingly.

Bad precedents add up and can cause awful consequences for those who carry enough of them around.

Good precedents add up and can cause wonderful outcomes for those who maintain them.

For a player to benefit from setting good precedents, they must first have access to the specific thing that they are actively using to set the precedent. For example, if a player wanted to benefit from not using custom classes, they must first be able to have the means of acquiring custom classes to refrain from using them. A good rule of thumb for how long and how many is (Number + SN)=CF.

For a player to suffer from setting bad precedents, they must show quantity and consistency. The more they set or the more often they follow the ones they set, the more likely that they will suffer. A good rule of thumb for how long and how many is (Number + SN)=CF.

Because Player Picks/Cheat Codes are so personalized, it’s hard to assign a static boon or bane and therefore is up to the DM how to modify it.

For example, a player’s pick is to “Act twice a segment, once per reset”. After racking up a consistent habit of bad precedents, his player pick might become, “monsters get to act twice a segment, once per reset against you”. Conversely, if there was a consistent habit of good precedents, their pick might become to "Act three times a segment, once per reset”. It’s a very “handwritten” kind of effect. The table below lists sample precedents and their type:

 

No.

Precedent

Type

1

Not using an xp overwrite

Good

2

Keeping all your classes similar in level

Good

3

Keeping to a limit of 1 summon/mount/familiar/etc. in a slot

Good

4

Not using custom classes

Good

5

Not using mini classes

Good

6

Not using CL ML HNCL LVL adders/overwrites

Good

7

Not using immune twilight

Good

1

Playing with the Capital S shelf in San Francisco in the Star Trek loop

Bad

2

Forking other people’s effects

Bad

3

Letting summons have summons

Bad

4

Letting the NPC act independently of the party’s direction

Bad

5

Monsters hiring themselves to count as being subordinates of each other

Bad

6

Sending subordinates into unsafe circumstances

Bad