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<blockquote data-quote="Ferghis" data-source="post: 6040326" data-attributes="member: 40483"><p>Mirroring the penalties, there is a reward issue. I've always found that one of the more exhilarating moments of play is when a player manages to have an impact on the adventure in an unforeseen manner. While the DM and adventure author's jobs are to put obstacles in front of the PCs, the PCs should also be able to come up with ways to shortcut towards their ultimate goal without skipping their entire adventure. Successful implementation of both scripted and unscripted efforts might yield the following rewards:</p><p></p><p><strong>Item or McGuffin</strong> - could be recovering lost property, this need not be the ultimate goal of the adventure, but should be useful to some degree, whether to further the plot or boost the party's capabilities.</p><p><strong>Shortcut</strong> - the opposite of a delay, this success should give the characters some breathing room when time is of the essence.</p><p><strong>Healing</strong> - these are the remedies for injury, disease, and possibly death. </p><p><strong>Social Advantage</strong> - could be recovering the assistant lost as a penalty, making a new contact, or earning a favor. This need not be immediately useful: I've seen DMs use this kind of thing as an excuse to provide the party with a mysterious ace up their sleeve should a particular encounter go badly.</p><p></p><p>There is a core problem that posters above have highlighted: this shouldn't be JUST a series of skill rolls. Thought and choices should affect the implementation of these rules, and I've rarely seen the DM simply implement a series of rolls. They almost always tell players to explain the goal of a particular roll, and the announced result is in line with the implementation. But I'm not sure how to formalize rules expressing this.</p></blockquote><p></p>
[QUOTE="Ferghis, post: 6040326, member: 40483"] Mirroring the penalties, there is a reward issue. I've always found that one of the more exhilarating moments of play is when a player manages to have an impact on the adventure in an unforeseen manner. While the DM and adventure author's jobs are to put obstacles in front of the PCs, the PCs should also be able to come up with ways to shortcut towards their ultimate goal without skipping their entire adventure. Successful implementation of both scripted and unscripted efforts might yield the following rewards: [b]Item or McGuffin[/b] - could be recovering lost property, this need not be the ultimate goal of the adventure, but should be useful to some degree, whether to further the plot or boost the party's capabilities. [b]Shortcut[/b] - the opposite of a delay, this success should give the characters some breathing room when time is of the essence. [b]Healing[/b] - these are the remedies for injury, disease, and possibly death. [b]Social Advantage[/b] - could be recovering the assistant lost as a penalty, making a new contact, or earning a favor. This need not be immediately useful: I've seen DMs use this kind of thing as an excuse to provide the party with a mysterious ace up their sleeve should a particular encounter go badly. There is a core problem that posters above have highlighted: this shouldn't be JUST a series of skill rolls. Thought and choices should affect the implementation of these rules, and I've rarely seen the DM simply implement a series of rolls. They almost always tell players to explain the goal of a particular roll, and the announced result is in line with the implementation. But I'm not sure how to formalize rules expressing this. [/QUOTE]
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