Originally Posted by GM4Him
Example, you send you MC over to Shadowheart who is dying because the spider queen jist took her down. You heal her or help her, risking your own life in the process. Gain 2 relationship points with her.

You ignore her and she dies, lose 5 points.

Then hide whether we gain or lose points. However, tell players in general how to gain or lose points. So tell us if you let a character die you lose 5 points, but help them and gain 2. Thus makes it so players have to get to know the characters to learn what they like or dislike without the game just telling you.
UIuuuuu bad BAAAD idea. What that means in practice is players farming positive points and making the whole system pointless (like gifts in DA:Origins). Hiding things can also easily backfire - in your example imagine a player doing all right by Shadowheart in a playthough, and yet having her hate her, because she happened to die too many times. Also if we play multiplayer vs whom those systemic situation would count towards?