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House Rule: Karma Points
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<blockquote data-quote="Dayspire" data-source="post: 5006555" data-attributes="member: 35765"><p>Or Luck Points, Hero Points, what have you.</p><p></p><p>I’ve been unhappy with how action points work in 4E, so I decided to work on a house rule that ‘fixes’ my own problem with it. I included in this system a way to help players add bonuses to poor rolls as well. I’m looking for useful comments or suggestions of all kinds, but particularly in regards to the ‘costs’ found below (for instance, how powerful is an encounter power refresh compared to an action point?).</p><p></p><p><span style="font-size: 12px"><strong>Karma Points</strong></span></p><p>Karma Points are a new resource intended to give players a greater control over their own heroism. It can mean that characters are slightly more powerful than those found in a 4E game that doesn’t use the system. A DM who finds that the players now walk over any opposition should count the characters as one level higher when estimating encounter difficulty. The system takes some aspects of action points found in 3.5 Eberron, but merges it with the model from 4E. Here are the highlights for Karma Points:</p><p></p><p><strong>Replaces Action Points</strong></p><p>Part of the problem with Action Points is they’re dependably boring. You can only use one every encounter. You gain one every other encounter. There are times when the smart player will use an Action Point because it’s the tactically smart thing to do – not because it’s needed, or even thematically interesting. But don’t worry – the Karma Point system allows for the mimicking of Action Points. This is important for various Paragon, Feat and Class abilities that utilize that mechanic. It should also be noted that particularly thrifty and well-played characters might even be able to use an Action Point every encounter – or even twice!</p><p></p><p><strong>Assumes and Rewards Role-Playing</strong></p><p>The system will only work if the players are involved and interested in role-playing. Those who are uninvolved will find themselves at a mechanical loss with this system. But even the truly near dead at the game table will only find themselves with less equivalent Action Points than their more active peers. Of course, this begs the question to those players – why are you at my table?</p><p></p><p><strong>Persistent</strong></p><p>Karma Points are not lost or reset from session to session. You can have as many as you wish, and there is no maximum amount that can be saved. This means you can be miserly with your Karma, spending it only on those situations that you consider important. Whether thrifty or free with your Karma, you can count on those points never being ‘lost’ – only used.</p><p></p><p><strong>Undependable</strong></p><p>You’ll never know how much Karma you’ve saved up, as it is tracked by the DM. This prevents Karma from being an easily quantifiable resource you can always count on. At the least, you can be sure to have enough Karma to duplicate an Action Point every other encounter (assuming a typical level of player involvement).</p><p></p><p><strong>Gives An Edge</strong></p><p>There are times when you need a little help. You miss your Daily in the final confrontation with your arch-nemesis; you fail to make a perception roll when you just know a rogue is lurking; you fail a death saving throw after being taken out by a kobold. While some of these situations can be interesting, they have a tendency to make the player feel very anti-heroic. Karma Points can add to a particular roll, but only when they want it. But tied to this aspect of Karma Points are the fact they’re undependable – you’ll never quite know if you have enough in the karma well. You can ensure you have some, by using them sparingly – but that edge may not always be there when you require it – thus still allowing a feeling of randomness.</p><p></p><p><strong>How they can be Earned</strong></p><p>Karma Points can be earned by only one means: Making the story interesting and fun for everyone. Descriptive (but fast!) combat actions, making your character more ‘human’, being involved in roleplaying situations. Feel free to prompt the DM with ‘karma?’ whenever you perform an action you think might deserve a point or two. But a wise DM’s response should be a subtle nod and pencil mark – whether you truly received any Karma should be known only by him or her.</p><p></p><p>+1 to +3 KP: Per Combat Encounter, earned by describing each action with both speed and style. Utilizing scenery also helps. Fast and simple descriptors are better than slow and complex ones.</p><p></p><p>+1 KP: Per Roleplaying Encounter or Skill Challenge that you participate in.</p><p> </p><p>+1 KP: For any type of writing you do for the game</p><p></p><p>+1 KP: Playing your character leads to a voluntary minor situational drawback. Example: “Yeah, I know we’re supposed to wear a mask to this party. I’m not going to though – my religion specifically forbids the wearing of masks.”; “Yes, I spend the night with the handmaiden. Despite knowing that the king and his men are watching us, I can’t resist!”</p><p></p><p>+2 KP: Playing your character leads to a major situational drawback. Example: “We need to negotiate that treaty with the eladrin. Unfortunately Adaris hates their race, so despite having the highest Diplomacy he’s going to refuse to speak to them. Instead, he’ll just glare.”; “When the baron smirks at Tykiir, I slap him. There, in front of the court and everyone. No one says such a thing to my friends.”</p><p></p><p>+2 KP: Playing your character leads to a minor mechanical penalty. Example: “I’m not going to use that +1 Sword. I figure it’s probably cursed, being formerly wielded by the undead king – who knows what he was cursed by?”; “Remember when I burned my hands on that trap? I figure I should have a penalty to climb that wall now.”</p><p></p><p>+4 KP: Playing your character leads to a major mechanical penalty. Example: “Barthas is deathly afraid of dragons, as we all know. I’m going to consider him Weakened against the dragon for the first 4 rounds." ;“Uhhh… My character is freaked out by encountering his now vampiric mother. I’m not going to attack her. At all. Ever.”</p><p></p><p><strong>How They Can Be Spent</strong></p><p></p><p>-1 KP: A bonus of +1d6 to any single d20 dice roll. There is no maximum amount that can be applied to a roll, but all the dice that are to be used must be rolled at the same time, and before the resolution is declared by the DM.</p><p></p><p>-4 KP: Refresh an Encounter Power. May only be done once per session.</p><p></p><p>-4 KP: Take an extra Standard Action. For all intents and purposes, this counts as an Action Point for any power or ability that requires one be spent. This may be used up to twice per encounter, although the second use costs double (-8 KP). This may not be used on a character’s first turn in combat, and must occur before or after a character’s turn (in order to prevent massive alpha strikes!).</p><p></p><p>I can think of quite a few other ways to spend Karma (magic item use refresh, for example), but I wanted to put this first draft up for folks to look at. Again, any useful comments or suggestions is appreciated!</p></blockquote><p></p>
[QUOTE="Dayspire, post: 5006555, member: 35765"] Or Luck Points, Hero Points, what have you. I’ve been unhappy with how action points work in 4E, so I decided to work on a house rule that ‘fixes’ my own problem with it. I included in this system a way to help players add bonuses to poor rolls as well. I’m looking for useful comments or suggestions of all kinds, but particularly in regards to the ‘costs’ found below (for instance, how powerful is an encounter power refresh compared to an action point?). [size=3][b]Karma Points[/b][/size] Karma Points are a new resource intended to give players a greater control over their own heroism. It can mean that characters are slightly more powerful than those found in a 4E game that doesn’t use the system. A DM who finds that the players now walk over any opposition should count the characters as one level higher when estimating encounter difficulty. The system takes some aspects of action points found in 3.5 Eberron, but merges it with the model from 4E. Here are the highlights for Karma Points: [b]Replaces Action Points[/b] Part of the problem with Action Points is they’re dependably boring. You can only use one every encounter. You gain one every other encounter. There are times when the smart player will use an Action Point because it’s the tactically smart thing to do – not because it’s needed, or even thematically interesting. But don’t worry – the Karma Point system allows for the mimicking of Action Points. This is important for various Paragon, Feat and Class abilities that utilize that mechanic. It should also be noted that particularly thrifty and well-played characters might even be able to use an Action Point every encounter – or even twice! [b]Assumes and Rewards Role-Playing[/b] The system will only work if the players are involved and interested in role-playing. Those who are uninvolved will find themselves at a mechanical loss with this system. But even the truly near dead at the game table will only find themselves with less equivalent Action Points than their more active peers. Of course, this begs the question to those players – why are you at my table? [b]Persistent[/b] Karma Points are not lost or reset from session to session. You can have as many as you wish, and there is no maximum amount that can be saved. This means you can be miserly with your Karma, spending it only on those situations that you consider important. Whether thrifty or free with your Karma, you can count on those points never being ‘lost’ – only used. [b]Undependable[/b] You’ll never know how much Karma you’ve saved up, as it is tracked by the DM. This prevents Karma from being an easily quantifiable resource you can always count on. At the least, you can be sure to have enough Karma to duplicate an Action Point every other encounter (assuming a typical level of player involvement). [b]Gives An Edge[/b] There are times when you need a little help. You miss your Daily in the final confrontation with your arch-nemesis; you fail to make a perception roll when you just know a rogue is lurking; you fail a death saving throw after being taken out by a kobold. While some of these situations can be interesting, they have a tendency to make the player feel very anti-heroic. Karma Points can add to a particular roll, but only when they want it. But tied to this aspect of Karma Points are the fact they’re undependable – you’ll never quite know if you have enough in the karma well. You can ensure you have some, by using them sparingly – but that edge may not always be there when you require it – thus still allowing a feeling of randomness. [b]How they can be Earned[/b] Karma Points can be earned by only one means: Making the story interesting and fun for everyone. Descriptive (but fast!) combat actions, making your character more ‘human’, being involved in roleplaying situations. Feel free to prompt the DM with ‘karma?’ whenever you perform an action you think might deserve a point or two. But a wise DM’s response should be a subtle nod and pencil mark – whether you truly received any Karma should be known only by him or her. +1 to +3 KP: Per Combat Encounter, earned by describing each action with both speed and style. Utilizing scenery also helps. Fast and simple descriptors are better than slow and complex ones. +1 KP: Per Roleplaying Encounter or Skill Challenge that you participate in. +1 KP: For any type of writing you do for the game +1 KP: Playing your character leads to a voluntary minor situational drawback. Example: “Yeah, I know we’re supposed to wear a mask to this party. I’m not going to though – my religion specifically forbids the wearing of masks.”; “Yes, I spend the night with the handmaiden. Despite knowing that the king and his men are watching us, I can’t resist!” +2 KP: Playing your character leads to a major situational drawback. Example: “We need to negotiate that treaty with the eladrin. Unfortunately Adaris hates their race, so despite having the highest Diplomacy he’s going to refuse to speak to them. Instead, he’ll just glare.”; “When the baron smirks at Tykiir, I slap him. There, in front of the court and everyone. No one says such a thing to my friends.” +2 KP: Playing your character leads to a minor mechanical penalty. Example: “I’m not going to use that +1 Sword. I figure it’s probably cursed, being formerly wielded by the undead king – who knows what he was cursed by?”; “Remember when I burned my hands on that trap? I figure I should have a penalty to climb that wall now.” +4 KP: Playing your character leads to a major mechanical penalty. Example: “Barthas is deathly afraid of dragons, as we all know. I’m going to consider him Weakened against the dragon for the first 4 rounds." ;“Uhhh… My character is freaked out by encountering his now vampiric mother. I’m not going to attack her. At all. Ever.” [b]How They Can Be Spent[/b] -1 KP: A bonus of +1d6 to any single d20 dice roll. There is no maximum amount that can be applied to a roll, but all the dice that are to be used must be rolled at the same time, and before the resolution is declared by the DM. -4 KP: Refresh an Encounter Power. May only be done once per session. -4 KP: Take an extra Standard Action. For all intents and purposes, this counts as an Action Point for any power or ability that requires one be spent. This may be used up to twice per encounter, although the second use costs double (-8 KP). This may not be used on a character’s first turn in combat, and must occur before or after a character’s turn (in order to prevent massive alpha strikes!). I can think of quite a few other ways to spend Karma (magic item use refresh, for example), but I wanted to put this first draft up for folks to look at. Again, any useful comments or suggestions is appreciated! [/QUOTE]
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House Rule: Karma Points
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