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<blockquote data-quote="Pbartender" data-source="post: 5357766" data-attributes="member: 7533"><p>Too late. Don't penalize them by charging them extra. Let them enjoy their temporary boost, but keep track of how much extra they've collected and when monetary treasure comes up give them just a little less each time until they fall back to where they're supposed to be.</p><p></p><p></p><p></p><p>Well, you could just give them the Magic Hat of Flying donkeys. Favors, as detailed in the Dark Dun setting book area great idea, though... An important organization or NPC owes them "favors" with an equivalent gold piece value -- "favors" that can be cashed in for services or equipment.</p><p></p><p></p><p></p><p>Right... In 3E terms, passive perception checks are like Spot, and active checks are like Search. In my opinion, if the player-character is making an active check, then he should be at least dimly aware of how well he performed the check... So let the player roll. Additionally, he can "Take 10" all he wants, but I've already compared Perception DCs to his passive Perception and told him what he sees based on that, so it won't get him any additional information.</p><p></p><p></p><p></p><p>I let players decide when they take extended rests, and normally that only happens in areas and at times when it could reasonably occur. That doesn't always coincide with the end of the game session.</p><p></p><p></p><p></p><p>Normally, I only worry about such things when it would appropriate and interesting to the plot to do so... When the PCs are lost in the desert, or stranded on a desert island, or buried alive in a barren cave for days on end.</p><p></p><p></p><p></p><p>I've long since given up awarding RPXP. It rewards the naturally good RPers, and penalizes those are aren't good at it or aren't interested in it. Not everyone has fun RPing, and while I'll try to encourage it, I'm not going to force someone to do something unfun to get bonus XP.</p><p></p><p>And beside which, I've found that individual XP awards can create big divides in character levels, which can likewise create a big headache for me as a DM.</p><p></p><p>In my games, everyone gets the same XP, and therefore levels at the same time.</p><p></p><p>If I want to reward an individual character, I'll award bonus action points or give them an in-game RP reward (eg. "You've been knighted by the Emperor of Nerath!" or "You've been granted access to the Secret Library of the Arcane Order!")</p><p></p><p></p><p></p><p>In general it depends on the creatures I'm running... WWtMD? "What would the Monster do?"</p><p></p><p>In general, most of my monsters won't fight to the death. My basic guidelines for morale are: If all non-minions are down, the remaining minions will try to flee or surrender. If a non-minion reaches bloodied value (and especially if they are not an Elite or Solo), they'll start looking for a way to disengage and retreat.</p></blockquote><p></p>
[QUOTE="Pbartender, post: 5357766, member: 7533"] Too late. Don't penalize them by charging them extra. Let them enjoy their temporary boost, but keep track of how much extra they've collected and when monetary treasure comes up give them just a little less each time until they fall back to where they're supposed to be. Well, you could just give them the Magic Hat of Flying donkeys. Favors, as detailed in the Dark Dun setting book area great idea, though... An important organization or NPC owes them "favors" with an equivalent gold piece value -- "favors" that can be cashed in for services or equipment. Right... In 3E terms, passive perception checks are like Spot, and active checks are like Search. In my opinion, if the player-character is making an active check, then he should be at least dimly aware of how well he performed the check... So let the player roll. Additionally, he can "Take 10" all he wants, but I've already compared Perception DCs to his passive Perception and told him what he sees based on that, so it won't get him any additional information. I let players decide when they take extended rests, and normally that only happens in areas and at times when it could reasonably occur. That doesn't always coincide with the end of the game session. Normally, I only worry about such things when it would appropriate and interesting to the plot to do so... When the PCs are lost in the desert, or stranded on a desert island, or buried alive in a barren cave for days on end. I've long since given up awarding RPXP. It rewards the naturally good RPers, and penalizes those are aren't good at it or aren't interested in it. Not everyone has fun RPing, and while I'll try to encourage it, I'm not going to force someone to do something unfun to get bonus XP. And beside which, I've found that individual XP awards can create big divides in character levels, which can likewise create a big headache for me as a DM. In my games, everyone gets the same XP, and therefore levels at the same time. If I want to reward an individual character, I'll award bonus action points or give them an in-game RP reward (eg. "You've been knighted by the Emperor of Nerath!" or "You've been granted access to the Secret Library of the Arcane Order!") In general it depends on the creatures I'm running... WWtMD? "What would the Monster do?" In general, most of my monsters won't fight to the death. My basic guidelines for morale are: If all non-minions are down, the remaining minions will try to flee or surrender. If a non-minion reaches bloodied value (and especially if they are not an Elite or Solo), they'll start looking for a way to disengage and retreat. [/QUOTE]
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