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House Rule: Karma Points
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<blockquote data-quote="Dayspire" data-source="post: 5008042" data-attributes="member: 35765"><p>Criticism is always welcome, of course! And it's only the negative kind that spurs someone to improve something, right?</p><p></p><p>Yes, I should have stated that more clearly, but I sort of buried it in the text. My primary problem with action points are that they are <em>too</em> dependable (and the example I give where a player uses it simply because he knows he's about to get another - against a single goblin - is a real-life example). You must understand I am coming from a more cinematic position. The games I run should move fast, it should flow smoothly, there should great pacing, no slow beats, etc. I run my game in Eberron, which is flavored with a pulp type of action that I like. The use of an action point is when the hero goes that extra mile or gives his efforts just a little more of a push. This is when you see the hero grit his teeth and plunge ahead! The way I've seen them used (and admittedly, in my own group) doesn't always reflect the narrative <em>need</em> of an action point, but rather the mechanical <em>necessity</em>. That, to me - is boring.</p><p></p><p>Hmm, I'm honestly not sure what you mean here.</p><p></p><p>What behavior gets rewarded and what doesn't get rewarded should be fairly obvious - the list above is fairly clear, I think. It all boils down to 'stay involved', honestly. And being 'undependable' doesn't by itself add excitement. One of my main thrusts is that I want to a) model a form of luck, which is never totally reliable; b) avoid conversations where players insist that they should get a Karma Point, and I as the DM don't think they should. The frustration you mention would be avoided, to be sure. And trust the DM? Yes, there's quite a bit here to that. But also, to be perfectly frank this part is one area I'm unsure of.</p><p></p><p>No no - I think that constantly failing at one's encounter and daily powers due to the randomness of dice can make a player feel <em>unheroic</em>. Looking at the numbers, no one will have the Karma Points to constantly ensure that they meet the requisite to-hit rolls, it's just not possible. This is meant to offset really poor rollers, or to try and pull through in the clutch. And the player does it at a cost - someone who uses this function of Karma Points often probably won't be able to 'buy' an action point.</p><p></p><p>Well, as I stated - if you're not into roleplaying or being involved - why are you at my table? If by using this theoretical system I will turn off those players who tend to sit there, remain quiet, and roll dice when prodded - that's a consequence I'll be happy to take. I don't have that problem - my players are involved, thankfully. They speak up and enjoy roleplaying situations equally well as they appreciate combat. This will reward them for their current behavior, and if they want to go the extra mile - give them great rewards.</p><p></p><p>Perhaps. This one should be a rarity, I would think. Situations where your mother is a vampire should only come up once. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> When a player wants a penalty like this, it probably ties in to his background very, very deeply.</p><p></p><p>Oh, I've recently gone all digital in my DMing. Tracking things like this would be a non-issue, and I'm never bored with my game or players.</p><p></p><p>You did bring up some good points! I'd love to hear your suggestions as well.</p></blockquote><p></p>
[QUOTE="Dayspire, post: 5008042, member: 35765"] Criticism is always welcome, of course! And it's only the negative kind that spurs someone to improve something, right? Yes, I should have stated that more clearly, but I sort of buried it in the text. My primary problem with action points are that they are [i]too[/i] dependable (and the example I give where a player uses it simply because he knows he's about to get another - against a single goblin - is a real-life example). You must understand I am coming from a more cinematic position. The games I run should move fast, it should flow smoothly, there should great pacing, no slow beats, etc. I run my game in Eberron, which is flavored with a pulp type of action that I like. The use of an action point is when the hero goes that extra mile or gives his efforts just a little more of a push. This is when you see the hero grit his teeth and plunge ahead! The way I've seen them used (and admittedly, in my own group) doesn't always reflect the narrative [i]need[/i] of an action point, but rather the mechanical [i]necessity[/i]. That, to me - is boring. Hmm, I'm honestly not sure what you mean here. What behavior gets rewarded and what doesn't get rewarded should be fairly obvious - the list above is fairly clear, I think. It all boils down to 'stay involved', honestly. And being 'undependable' doesn't by itself add excitement. One of my main thrusts is that I want to a) model a form of luck, which is never totally reliable; b) avoid conversations where players insist that they should get a Karma Point, and I as the DM don't think they should. The frustration you mention would be avoided, to be sure. And trust the DM? Yes, there's quite a bit here to that. But also, to be perfectly frank this part is one area I'm unsure of. No no - I think that constantly failing at one's encounter and daily powers due to the randomness of dice can make a player feel [i]unheroic[/i]. Looking at the numbers, no one will have the Karma Points to constantly ensure that they meet the requisite to-hit rolls, it's just not possible. This is meant to offset really poor rollers, or to try and pull through in the clutch. And the player does it at a cost - someone who uses this function of Karma Points often probably won't be able to 'buy' an action point. Well, as I stated - if you're not into roleplaying or being involved - why are you at my table? If by using this theoretical system I will turn off those players who tend to sit there, remain quiet, and roll dice when prodded - that's a consequence I'll be happy to take. I don't have that problem - my players are involved, thankfully. They speak up and enjoy roleplaying situations equally well as they appreciate combat. This will reward them for their current behavior, and if they want to go the extra mile - give them great rewards. Perhaps. This one should be a rarity, I would think. Situations where your mother is a vampire should only come up once. :) When a player wants a penalty like this, it probably ties in to his background very, very deeply. Oh, I've recently gone all digital in my DMing. Tracking things like this would be a non-issue, and I'm never bored with my game or players. You did bring up some good points! I'd love to hear your suggestions as well. [/QUOTE]
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