Westgate Polks
First Post
One of the biggest criticisms of 4th edition is the lack of role playing during play sessions. Some critics point to the increased tactical nature of the game while others suggest the dearth of RP stems from the introduction of the skill challenge. Regardless of what game mechanic(s) detractors point to, one thing is certain: the current rewards system contains no mechanism for rewarding or encouraging role playing. To demonstrate that role playing is an in-game priority, introduce a way to reward that behavior. That will encourage many players to engage in that activity more. However, the system should not too heavily penalize those players who don't role play; it's a fine line.
There was a system on the internet(1) (going back to Rolemaster and early 3rd edition) that introduced ten categories of achievements; characters could earn tic marks in most or all of the ten categories then, at the end of a session, the number of tic marks each character earned was summed and xp awarded accordingly. That system is too subjective for LFR play, but with some modifications for 4th edition could be re-introduced for home game usage. The usage of the system was simple:
1. record significant achievements in each of the ten categories for each PC during a session.
2. total those tic marks for each player at the end of the session.
3. multiply the total by a level-dependant factor and award the xp accordingly.
The theory behind the system was a little more elaborate but elegant at the same time:
1. it should take a standard number of sessions to advance from one level to the next.
2. a typical player should earn a standard number of tic marks per session.
3. the categories should have roughly equal weighting.
4. there is a simple model to determine the number of xp / tic mark as a function of current character level.
In converting the system to 4th edition, the heavy logarithmic basis made the simple model a bit more complicated; the final equation is not too tough to work through and there is a table for xp / tic mark by level.
Here are the categories for 4th edition:
* Combat
* award 1 tic mark for every significant combat the character participated in
* award 2 tic marks instead for every major combat the character participated in
* Ritual
* award 1 tic mark for every meaningful casting of a ritual or usage of an alchemical formula
* Creation
* award 1 tic mark for every meaningful crafting usage during a session
* award 1 tic mark for materially contributing to the play of a session: painting minis, drawing maps, etc.
* award 1 tic mark for significantly contributing to the background information available for the game
* Skills
* award 1 tic mark if a character used a significant portion of his trained skills to advance the session
* Puzzle
* award 1 tic mark for solving a puzzle
* award 1 tic mark for circumventing a trap
* award 1 tic mark for unraveling a portion of the sinister plot
* sacrifice
* award 1 tic mark for heroism in the face of bad odds
* award 1 tic mark for taking one for the team, etc.
* learned
* award 1 tic mark for uncovering significant new info pertaining to the campaign
* character
* award 1 tic mark for keeping in character, showing quirks, etc.
* award 2 tic marks instead for exceptional characterization
* goal
* award 1 tic mark for progressing towards the party goal
* award 1 tic mark for progressing towards a personal goal
* social
* award 1 tic mark for good NPC role playing
* award 2 tic marks instead for exceptional NPC role playing
The formula for the XP / tic mark award is as follows:
y = 38.25e(0.1828x)
There is also a simple table available in the appendix.
Each player should, on the average, earn 7 tic marks per session. This number could vary wildly, from as few as 4 or 5 to as many as 10, but 7 is a pretty stable number. This means that, as per the 4th edition DMG, characters will advance every 2-3 playing sessions (the DMG calls for advancement every 6-8 encounters, assuming the completion of both a minor quest and a major quest during that span as well). More importantly, this affords the DM several opportunities to reward good role playing: sacrifice category, character category, goal category, and social category. The player who contributes on par with everyone else will likely earn 2 tic marks in this category; the player who goes out of their way to contribute here could earn as many as 6 tic marks. That's 3 times the XP for role playing and that will add up over time.
This rewards system also takes into account various class features that do not receive recognition under the DMG system: skill usage, bravery & self-sacrifice (primarily a defender's gig), ritual & alchemical casting, etc. This system is also highly subjective, which makes it unsuitable (without significant reworking) for Living Forgotten Realms games; this is, for the moment, a system for home games.
Please let me know if you have any questions, and please do not hesitate to report how the system works for you in your home games.
APPENDIX
Level XP / Tic Level XP / Tic Level XP / Tic
1 55 11 345 21 2135
2 65 12 410 22 2560
3 80 13 495 23 3075
4 95 14 595 24 3695
5 115 15 715 25 4435
6 140 16 855 26 5325
7 165 17 1025 27 6390
8 200 18 1235 28 7670
9 240 19 1480 29 9210
10 285 20 1775
There was a system on the internet(1) (going back to Rolemaster and early 3rd edition) that introduced ten categories of achievements; characters could earn tic marks in most or all of the ten categories then, at the end of a session, the number of tic marks each character earned was summed and xp awarded accordingly. That system is too subjective for LFR play, but with some modifications for 4th edition could be re-introduced for home game usage. The usage of the system was simple:
1. record significant achievements in each of the ten categories for each PC during a session.
2. total those tic marks for each player at the end of the session.
3. multiply the total by a level-dependant factor and award the xp accordingly.
The theory behind the system was a little more elaborate but elegant at the same time:
1. it should take a standard number of sessions to advance from one level to the next.
2. a typical player should earn a standard number of tic marks per session.
3. the categories should have roughly equal weighting.
4. there is a simple model to determine the number of xp / tic mark as a function of current character level.
In converting the system to 4th edition, the heavy logarithmic basis made the simple model a bit more complicated; the final equation is not too tough to work through and there is a table for xp / tic mark by level.
Here are the categories for 4th edition:
* Combat
* award 1 tic mark for every significant combat the character participated in
* award 2 tic marks instead for every major combat the character participated in
* Ritual
* award 1 tic mark for every meaningful casting of a ritual or usage of an alchemical formula
* Creation
* award 1 tic mark for every meaningful crafting usage during a session
* award 1 tic mark for materially contributing to the play of a session: painting minis, drawing maps, etc.
* award 1 tic mark for significantly contributing to the background information available for the game
* Skills
* award 1 tic mark if a character used a significant portion of his trained skills to advance the session
* Puzzle
* award 1 tic mark for solving a puzzle
* award 1 tic mark for circumventing a trap
* award 1 tic mark for unraveling a portion of the sinister plot
* sacrifice
* award 1 tic mark for heroism in the face of bad odds
* award 1 tic mark for taking one for the team, etc.
* learned
* award 1 tic mark for uncovering significant new info pertaining to the campaign
* character
* award 1 tic mark for keeping in character, showing quirks, etc.
* award 2 tic marks instead for exceptional characterization
* goal
* award 1 tic mark for progressing towards the party goal
* award 1 tic mark for progressing towards a personal goal
* social
* award 1 tic mark for good NPC role playing
* award 2 tic marks instead for exceptional NPC role playing
The formula for the XP / tic mark award is as follows:
y = 38.25e(0.1828x)
There is also a simple table available in the appendix.
Each player should, on the average, earn 7 tic marks per session. This number could vary wildly, from as few as 4 or 5 to as many as 10, but 7 is a pretty stable number. This means that, as per the 4th edition DMG, characters will advance every 2-3 playing sessions (the DMG calls for advancement every 6-8 encounters, assuming the completion of both a minor quest and a major quest during that span as well). More importantly, this affords the DM several opportunities to reward good role playing: sacrifice category, character category, goal category, and social category. The player who contributes on par with everyone else will likely earn 2 tic marks in this category; the player who goes out of their way to contribute here could earn as many as 6 tic marks. That's 3 times the XP for role playing and that will add up over time.
This rewards system also takes into account various class features that do not receive recognition under the DMG system: skill usage, bravery & self-sacrifice (primarily a defender's gig), ritual & alchemical casting, etc. This system is also highly subjective, which makes it unsuitable (without significant reworking) for Living Forgotten Realms games; this is, for the moment, a system for home games.
Please let me know if you have any questions, and please do not hesitate to report how the system works for you in your home games.
APPENDIX
Level XP / Tic Level XP / Tic Level XP / Tic
1 55 11 345 21 2135
2 65 12 410 22 2560
3 80 13 495 23 3075
4 95 14 595 24 3695
5 115 15 715 25 4435
6 140 16 855 26 5325
7 165 17 1025 27 6390
8 200 18 1235 28 7670
9 240 19 1480 29 9210
10 285 20 1775