How do you "power up" the PCs?

How do you "power up" the PCs?

  • Higher point-buy

    Votes: 30 44.8%
  • More equipment/treasure

    Votes: 21 31.3%
  • More feats

    Votes: 12 17.9%
  • More skill points

    Votes: 7 10.4%
  • Use a variant system (e.g. gestalt)

    Votes: 12 17.9%
  • Something else...

    Votes: 24 35.8%

Li Shenron

Legend
When you decide to "power-up" the PCs for any reason, what do you usually give them?

I guess it depends on the reason why you're giving something extra, but what is the most common for you?

IMXP most DMs I have seen just give the players more points in the point-buy system. However these usually end up being used for raising the main ability as high as possible, which doesn't make the game more interesting, only easier. Some players would put those extra points in Dex or Con just to improve their defenses instead, while it's rare to see them raise a secondary stat to open up for a new character type, like a high-Str wizard or a high-Wis fighter for instance, because it's usually not the most convenient thing to do.

Giving extra magic equipment can provide either more power or flexibility: IMXP if the players can choose it'll be power again, but if the DM instead chooses or rolls randomly then it can be more interesting. I usually think there's way enough equipment anyway, and I wouldn't want more than that.

If you're doing this since the start of a campaign, you could empower PCs with a variant system altogether like Gestalt rules, although that's a heavy change overall.

So what do you usually do? If I have to boost the PCs a little, I think I'd rather give them extra feats and skill points after all. Up to a point of course, because too many feats water down the fighter class while too many skill points water down the rogue class, and both water down the human race. Skills are limited by the PHB list, so you can't give too many points here or you'll just end up spending them in something which the party already has, but feats are limitless and therefore my favourite way of boosting up the PCs.
 

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Yeah, better stats is most common. I'm currently starting a game, where the PCs use the Gestalt option, so I voted that, too. It makes them more versatile (also thanks to some other changes), not necessarily more powerful in their fields of expertise, they just have more of them, which overall makes them more powerful, of course.

Bye
Thanee
 

While perhaps it's not exactly in the vein you were inquiring about, but I introduced a modified hero point system to my game 6 sessions ago.

There is no doubt it has increased PC power substantially. But more importantly - it has made the game more fun without giving the PCs any more kit, spells or money. It just lets them use what they have to greater and more reliable effect. Here is how it works:

An action point can be used to do the following things:

1 - "I succeed": A player rolls the dice first, then may elect to use a hero point to change the result. A hero point may be used to change the roll to a 20. If an attack, the 20 automatically hits and will yield a critical threat, if applicable. Spells automatically penetrate, skill checks succeed, etc.. Yes, the player can spend two points and guarantee a hit, crit threat and a critical if they want to spend two hero points; however. that is a significant expenditure of "heroic power".

2- "I save": A player rolls the dice first, then may elect to use a hero point to change the result. A hero point may be used to change the roll to a 20. If a save, the 20 automatically makes the DC.

3- "I think I'm okay": A player may choose to spend a hero point against any one attack (but not multiple attacks). The hero point reduces the damage from that one attack to one-half the damage it would otherwise have done. It can reduce a sword hit to one-half as equally as it can a spell effect.

Hero Point Totals
  • A player has one hero point per game session;
  • A player receives two hero points on levelling up;
  • Hero Points do not accumulate. If not used during a session - you do not get to keep it as an additional point for next session. Similarly, hero points due to level that are not expended during that level do not accumulate to use next level.
  • Accordingly, a player can have no more than 3 hero points at any time. Using more than one hero point in a session is dipping into the "savings" bank, reducing the total points available to him or her.

Results in Play: Range Touch spells are far more deadly. Area effect attacks against foes who are engaged in melee may be attempted. Damage which would have knocked fighters into negative hits is avoided.

In general, the power level of the party has markedly increased - one or two CRs worth if towards the end of a gaming session and the hero points for the night have not yet been expended. The system also allows for more impressive villains and monsters to be used as foes, creating a more heroic feel to the game while not actually increasing the theoretical power available to the party. The party can just take more damage - attack more confidently and use what spell resources they have with more deadly precision.

Overall, it's been a success.
 
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I have a house rule that allows PCs to purchase feats for xp (3,000 xp per feat, plus an additional 1,500 xp per feat prerequisite; all prerequisites must be met normally).

EDIT: oh yeah, and I also use Fate Points. I think Action Points are a bit too much for a typical D&D-esque world, but work great in d20 Modern.
 
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Hero points/action points -- something they can use to boost whatever, but has limits.

And sometimes plot-related boosts -- situational things, environmental effects that are part of a big "set piece" battle. For example -- in a temple dedicated to the god of Time, heroes gain randomly assigned time-related benefits (haste, slow others, etc.).
 


Special abilities, things to set them apart from other people. The barbarian in the party got special training and can now haste himself for 1/2 his level in rounds per day while raging, but doing so he takes 2d6 damage per round. The ranger can add the holy property to her attacks as a Standard Action and takes a cumulative 1d6 non-lethal damage every time she does so. The sorcerer is about to gain the ability to use a certain amount of spell levels per day to freely metamagic his spells without actually using higher spell slots.

You could do this with magic items, I suppose, but then it loses the flavor. Plus, they have these abilities at all times. Plus, as inate abilities it gives the PCs something different and cool, a reason that new PCs can never be the same as these, and an attachment to them because of that, beyond the usual roleplaying attachment.
 


better point buy is a must, esp since I tend to skimp on stat boosting equiptment.

One method I've tried and enjoyed is a sort of varient varient - gestalting but only with npc classes. It 'rounds out' the characters, making them all more powerful in multiple ways without ubering them up in any one department.

also I like to use some of the bastion press varients such as guildcraft and prestige races that allow minor diversifications and power boosts similar too but seperate from the leveling up.
 

In a new ftf game with one player I've given him standard gold, 24 point buy but gestalt and no cross-class skills. He's considering an urban ranger rogue.

Gestalt works well for shoring up a single PC to handle more types of situations.
 

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