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*Pathfinder & Starfinder
House Rule: Karma Points
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<blockquote data-quote="almuric" data-source="post: 5007947" data-attributes="member: 69072"><p>I've done something similar for the campaign I just started. See here: <a href="http://parow-campaign.webs.com/roleplaypoints.htm" target="_blank">Parow Campaign Info - Role-play Points</a></p><p></p><p>I didn't do away with action points, in fact I give everyone an action point at the start of each encounter, so it's an extra thing. Look at the 'House Rules' link from the link above to see more on that. We've only had one session so far, so I can't really speak to how well my new system works overall. The extra action points does lead people to build characters that are focused on action points, which could be unbalancing, especially if only one or two characters are built that way and everyone else is wondering why those guys are much more effective.</p><p></p><p>There's no way I'd track the role-play points for the players, though. I've given them the rules for what to turn them in for and each player knows how many he has. (I've been looking for something physical to give out - I'm thinking poker chips. Something for Action Points too, so they'll remember to spend it.) I think there's a lot that can be done here to make the game more exciting. On my part, I think it will make the characters slightly more powerful and I think I should make each encounter one level higher to compensate. It's a work-in-progress and I imagine I'll be tweaking it often along the way.</p><p></p><p>I wouldn't want to give out these RPP for the players making the encounters harder, though. Just for making the sesssions more fun.</p></blockquote><p></p>
[QUOTE="almuric, post: 5007947, member: 69072"] I've done something similar for the campaign I just started. See here: [URL="http://parow-campaign.webs.com/roleplaypoints.htm"]Parow Campaign Info - Role-play Points[/URL] I didn't do away with action points, in fact I give everyone an action point at the start of each encounter, so it's an extra thing. Look at the 'House Rules' link from the link above to see more on that. We've only had one session so far, so I can't really speak to how well my new system works overall. The extra action points does lead people to build characters that are focused on action points, which could be unbalancing, especially if only one or two characters are built that way and everyone else is wondering why those guys are much more effective. There's no way I'd track the role-play points for the players, though. I've given them the rules for what to turn them in for and each player knows how many he has. (I've been looking for something physical to give out - I'm thinking poker chips. Something for Action Points too, so they'll remember to spend it.) I think there's a lot that can be done here to make the game more exciting. On my part, I think it will make the characters slightly more powerful and I think I should make each encounter one level higher to compensate. It's a work-in-progress and I imagine I'll be tweaking it often along the way. I wouldn't want to give out these RPP for the players making the encounters harder, though. Just for making the sesssions more fun. [/QUOTE]
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House Rule: Karma Points
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