PoeticJustice
First Post
Hello ENWorld!
I know Action Points aren't widely used, but I thought I'd post my interpretation on the system for comment/critique. I used to use Action Points in every campaign, but now I feel like it leads to an arms race between players and the DM so I'm replacing the system with this one.
I'm thinking of introducing this next week, so please feel free to comment on it.
The Bells of Fortune
This campaign will reward acts that improve the game experience using a system called Bells of Fortune, named for the small jingle bells in my dice box. Whenever a player does something of sufficient merit (chipping in for snacks, giving rides, generally being helpful) and whenever a character effects an impressive bit of roleplaying (not necessarily social-interaction roleplaying), they may be rewarded with a Bell of Fortune, which can then be traded in to the DM to achieve one of the seven effects described below.
There is no limit to the amount of bells which can be used in a single round. Bells may be traded, given, and loaned to other players.
- Cheat: 'take 10' on any d20 roll, even if one normally could not.
- Courage: Reduce a fear effect you are under by one step (panicked > frightened > shaken)
- Focus: activate a special ability limited in daily uses.
- Inspiration: Gain 50 EXP per level.
- Luck: +2 bonus to any d20 roll.
- Second Wind: Heal 1/4 max HP, usable 1/day.
- Wish: As spell, requires 30 bells.
Thoughts?
I know Action Points aren't widely used, but I thought I'd post my interpretation on the system for comment/critique. I used to use Action Points in every campaign, but now I feel like it leads to an arms race between players and the DM so I'm replacing the system with this one.
I'm thinking of introducing this next week, so please feel free to comment on it.
The Bells of Fortune
This campaign will reward acts that improve the game experience using a system called Bells of Fortune, named for the small jingle bells in my dice box. Whenever a player does something of sufficient merit (chipping in for snacks, giving rides, generally being helpful) and whenever a character effects an impressive bit of roleplaying (not necessarily social-interaction roleplaying), they may be rewarded with a Bell of Fortune, which can then be traded in to the DM to achieve one of the seven effects described below.
There is no limit to the amount of bells which can be used in a single round. Bells may be traded, given, and loaned to other players.
- Cheat: 'take 10' on any d20 roll, even if one normally could not.
- Courage: Reduce a fear effect you are under by one step (panicked > frightened > shaken)
- Focus: activate a special ability limited in daily uses.
- Inspiration: Gain 50 EXP per level.
- Luck: +2 bonus to any d20 roll.
- Second Wind: Heal 1/4 max HP, usable 1/day.
- Wish: As spell, requires 30 bells.
Thoughts?
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