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*Pathfinder & Starfinder
House Rule: Karma Points
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<blockquote data-quote="Infiniti2000" data-source="post: 5007902" data-attributes="member: 31734"><p>I hope you don't mind constructive criticism. I really don't like the system and I explain why below, but feel free to ignore it if you think it's too negative. I can post a follow-up if you want suggestions on how I would consider improving it (based on my comments).</p><p></p><p></p><p></p><p>What is your 'own problem?' Is it boring? That's what you seem to say, yet you don't actually try to solve this problem.</p><p></p><p>Persistence = nova, and that's bad for the game in most people's opinion. What does this have to do with boring?</p><p></p><p>Undependable essentially means trust the DM. That might be fine, the other consequence is that it doesn't tell the player what behavior gets rewarded and what doesn't. Undependable also doesn't equate to exciting IMO, it equates more to frustration when I can't understand why the DM didn't give me a karma point last session.</p><p></p><p>"gives and edge" - I don't agree that needing a little help means that it's boring. Sometimes missing with your daily or failing a saving throw is the opposite of boring. So, how does this solve your problem?</p><p></p><p>How they're earned - This is almost self-fulfilling. Karma points are more exciting than action points just because you say so. I'm not sure I buy that. What makes this worse is that you actually recommend prodding the DM for a reward and then not reinforce a particular behavior. This is exactly the opposite teaching method anyone would ever suggest you use, so really it's a bad idea.</p><p></p><p>The DMG goes into a little bit of detail of different players' styles. This one clearly promotes one style above all others and in fact makes it a huge arms race. And, not in a good way. Instead of people being comfortable at the game table, some will be severely hampered unless they change their personality.</p><p></p><p>I especially don't like the major mechanical penalty. That has huge problems with it. The players "role-playing" mechanical decisions has a massive impact on the encounter. Suddenly, your level +2 or +3 encounter that you carefully planned out is level +5 because one of the PC's ups and leaves. Wtf? I strongly discourage this one.</p><p></p><p>This amounts to a lot of tracking for the DM. That IMO adds to boredom, not takes from it.</p></blockquote><p></p>
[QUOTE="Infiniti2000, post: 5007902, member: 31734"] I hope you don't mind constructive criticism. I really don't like the system and I explain why below, but feel free to ignore it if you think it's too negative. I can post a follow-up if you want suggestions on how I would consider improving it (based on my comments). What is your 'own problem?' Is it boring? That's what you seem to say, yet you don't actually try to solve this problem. Persistence = nova, and that's bad for the game in most people's opinion. What does this have to do with boring? Undependable essentially means trust the DM. That might be fine, the other consequence is that it doesn't tell the player what behavior gets rewarded and what doesn't. Undependable also doesn't equate to exciting IMO, it equates more to frustration when I can't understand why the DM didn't give me a karma point last session. "gives and edge" - I don't agree that needing a little help means that it's boring. Sometimes missing with your daily or failing a saving throw is the opposite of boring. So, how does this solve your problem? How they're earned - This is almost self-fulfilling. Karma points are more exciting than action points just because you say so. I'm not sure I buy that. What makes this worse is that you actually recommend prodding the DM for a reward and then not reinforce a particular behavior. This is exactly the opposite teaching method anyone would ever suggest you use, so really it's a bad idea. The DMG goes into a little bit of detail of different players' styles. This one clearly promotes one style above all others and in fact makes it a huge arms race. And, not in a good way. Instead of people being comfortable at the game table, some will be severely hampered unless they change their personality. I especially don't like the major mechanical penalty. That has huge problems with it. The players "role-playing" mechanical decisions has a massive impact on the encounter. Suddenly, your level +2 or +3 encounter that you carefully planned out is level +5 because one of the PC's ups and leaves. Wtf? I strongly discourage this one. This amounts to a lot of tracking for the DM. That IMO adds to boredom, not takes from it. [/QUOTE]
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House Rule: Karma Points
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