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Community
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Alignment shift for intra-party murder?
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<blockquote data-quote="irdeggman" data-source="post: 4662511" data-attributes="member: 16285"><p>Here is another house-rule my group has come up.</p><p></p><p>“Fun” bonuses: We provide a fun bonus (usually for each session) based on how much “fun” the group had. This is an inherently “vague” concept but it has many uses. For example something that would fall under a fun bonus is how well the group functioned as a group and not as a batch of individuals. This doe not fall under “role-play” since it actually a player decision type of thing and really not an individual award but a group one.</p><p></p><p>I also house-ruled in a “scaling effect” for my games. What I noticed was that the DMG provides for a flat role-playing bonus (I believe it says not to exceed 100 xp). In effect this is a fairly large award at low levels and a meaningless one at mid-to-high levels.</p><p></p><p>What I have implemented I a scaling effect and a “range” of awards, for both role-play (an individual award) and fun bonus (a group award).</p><p></p><p>I provide “none”, 25, 50 or 75 xp per level. I use ECL for this purpose. So I might award a fun bonus of 50 xp/level to everyone and one person might get a role-playing award of 25 xp/level while another gets 50 xp/level and someone else might get “none”.</p><p></p><p>I find this system keeps people interested in these awards as they progress instead of merely at the early game point.</p><p></p><p>One caution is to keep track of how these fun and role-playing awards stack up against the CR (and story line) awards for the actual adventure. They should not frequently be as much or more than the actual adventure-based awards so sometimes they seem low when compared to other sessions but should be perceived as a percentage of the entire pie and not as an individual stand alone award.</p></blockquote><p></p>
[QUOTE="irdeggman, post: 4662511, member: 16285"] Here is another house-rule my group has come up. “Fun” bonuses: We provide a fun bonus (usually for each session) based on how much “fun” the group had. This is an inherently “vague” concept but it has many uses. For example something that would fall under a fun bonus is how well the group functioned as a group and not as a batch of individuals. This doe not fall under “role-play” since it actually a player decision type of thing and really not an individual award but a group one. I also house-ruled in a “scaling effect” for my games. What I noticed was that the DMG provides for a flat role-playing bonus (I believe it says not to exceed 100 xp). In effect this is a fairly large award at low levels and a meaningless one at mid-to-high levels. What I have implemented I a scaling effect and a “range” of awards, for both role-play (an individual award) and fun bonus (a group award). I provide “none”, 25, 50 or 75 xp per level. I use ECL for this purpose. So I might award a fun bonus of 50 xp/level to everyone and one person might get a role-playing award of 25 xp/level while another gets 50 xp/level and someone else might get “none”. I find this system keeps people interested in these awards as they progress instead of merely at the early game point. One caution is to keep track of how these fun and role-playing awards stack up against the CR (and story line) awards for the actual adventure. They should not frequently be as much or more than the actual adventure-based awards so sometimes they seem low when compared to other sessions but should be perceived as a percentage of the entire pie and not as an individual stand alone award. [/QUOTE]
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Alignment shift for intra-party murder?
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