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General Tabletop Discussion
*Pathfinder & Starfinder
Cheating, Action Points, and Second Wind
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<blockquote data-quote="LostSoul" data-source="post: 3988158" data-attributes="member: 386"><p>What if you defined what those things were and rewarded XP for that?</p><p></p><p>Or another step further - defined those enjoyable moments, rewarded something that makes those moments more possible?</p><p></p><p>Let's say you all get a kick out of cool, off-the-wall moves in combat. When someone does one of those cool things and the DM notices everyone is into it, he gives the player an Action Point.</p><p></p><p>Those Action Points, when spent, allow you do do/succeed more easily at the cool, off-the-wall moves.</p><p></p><p></p><p>I played in a campaign of D&D where the enjoyable thing was to kick ass & dominate in combat as a group. We were on a timeline facing status-quo encounters, so we knew that if we maxed out our XP per day, we'd be "ahead" on the party level - EL scale. Making it easier for us to kick ass, which is what we wanted.</p><p></p><p>We looked for random encounters whenever we could, trying to conserve our resources as much as possible. When we took actions - when players made choices - that allowed us to get more XP without setting us back, we all got excited.</p><p></p><p>It was a positive feedback loop - do cool stuff, get rewarded with the ability to do more cool stuff, which makes us want to do cool stuff even more, then we'd get more rewards, etc.</p><p></p><p>I like reward systems like that; so, for me, when one kicks in to support the style of play I want, it's great.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 3988158, member: 386"] What if you defined what those things were and rewarded XP for that? Or another step further - defined those enjoyable moments, rewarded something that makes those moments more possible? Let's say you all get a kick out of cool, off-the-wall moves in combat. When someone does one of those cool things and the DM notices everyone is into it, he gives the player an Action Point. Those Action Points, when spent, allow you do do/succeed more easily at the cool, off-the-wall moves. I played in a campaign of D&D where the enjoyable thing was to kick ass & dominate in combat as a group. We were on a timeline facing status-quo encounters, so we knew that if we maxed out our XP per day, we'd be "ahead" on the party level - EL scale. Making it easier for us to kick ass, which is what we wanted. We looked for random encounters whenever we could, trying to conserve our resources as much as possible. When we took actions - when players made choices - that allowed us to get more XP without setting us back, we all got excited. It was a positive feedback loop - do cool stuff, get rewarded with the ability to do more cool stuff, which makes us want to do cool stuff even more, then we'd get more rewards, etc. I like reward systems like that; so, for me, when one kicks in to support the style of play I want, it's great. [/QUOTE]
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Cheating, Action Points, and Second Wind
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