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Icon rolls - improv tool or player freebie?
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<blockquote data-quote="Hawke" data-source="post: 6253024" data-attributes="member: 61721"><p>I haven't run into that problem with my players, though they typically aren't power gamers and we're still low enough level they're already fairly close to their magic item count. Assuming I hit that I would guess a few options:</p><p></p><p>1) Let the players choose ahead of the roll what they're rolling for. This might make them happy and if you're bummed about not using the icons as an improve story tool, you could instead roll as GM against a table of all the icons (or a smaller count of PC icons they selected) and still get some improv on who will be involved. </p><p></p><p>2) Take an every other session take. This session you've had significant downtime so we'll roll to see if you gained any magic items during the gap. Next session we'll be in the thick of a story, so you're rolling for information or an edge. </p><p></p><p>Another thing to remember is that the non-magical item boon given by a 6 doesn't need to be defined and played out immediately nor does it need necessarily come to from the DM. Simply giving that ace in the hole to the player (if playing in person maybe marked with some neat physical item) to use when thins get rough and they can use it to get out of a pinch. Think of it like a scene in your favorite heist movie where they pull out the right gadget at the right time and then flash back to how they got it and have it had it with them the whole time. </p><p></p><p>GMforPowergamers: I'll have to give it a shot, I'm running the first OP adventure path for my group. Never really sure how best to write about that stuff or where and if anybody cared.</p></blockquote><p></p>
[QUOTE="Hawke, post: 6253024, member: 61721"] I haven't run into that problem with my players, though they typically aren't power gamers and we're still low enough level they're already fairly close to their magic item count. Assuming I hit that I would guess a few options: 1) Let the players choose ahead of the roll what they're rolling for. This might make them happy and if you're bummed about not using the icons as an improve story tool, you could instead roll as GM against a table of all the icons (or a smaller count of PC icons they selected) and still get some improv on who will be involved. 2) Take an every other session take. This session you've had significant downtime so we'll roll to see if you gained any magic items during the gap. Next session we'll be in the thick of a story, so you're rolling for information or an edge. Another thing to remember is that the non-magical item boon given by a 6 doesn't need to be defined and played out immediately nor does it need necessarily come to from the DM. Simply giving that ace in the hole to the player (if playing in person maybe marked with some neat physical item) to use when thins get rough and they can use it to get out of a pinch. Think of it like a scene in your favorite heist movie where they pull out the right gadget at the right time and then flash back to how they got it and have it had it with them the whole time. GMforPowergamers: I'll have to give it a shot, I'm running the first OP adventure path for my group. Never really sure how best to write about that stuff or where and if anybody cared. [/QUOTE]
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Icon rolls - improv tool or player freebie?
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