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In-game rewards for out-of-game activity
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<blockquote data-quote="Arlough" data-source="post: 5297435" data-attributes="member: 79335"><p>As for how this affects the game, in most cases it ended up getting used in skill challenges to roll a "recovery inturrupt/instant" for a failed roll. For example, if the Rogue tried to pick the pocket of a guard and failed miserably, the Warlord would spend an action point to roll a Bluff (distract the guard, giving a bonus to the rogue's roll after the fact and hope it is enough to make it a success) or Diplomacy (convince the guard that the rogue was just fooling around, eliminating the fail but not counting as a success).</p><p></p><p>When you had a player that managed to gain/save enough action points to use multiple ones in battle, it usually was a great cinematic act that the players remembered and talked about many sessions afterward. Like the fighter charging in and shielding a prone comrade from attacks, a cleric storm across the battlefield turning undead so he could drag a fallen companion to a place it was safe to stand, or a ranger unleashing a series of blows to push back the enemy at the front line. And, since the job of the DM is to be an entertainer, I have no problem with a character being really cool every once in a while.</p><p></p><p>As for awarding them, I would give the rewards for out of game activities, but more often I would reward them for exceptional roll play, or even particularly clever remarks that made the whole table laugh (though this was less frequent.)</p><p></p><p>Try it and see how your group handles it. If it doesn't work, you can always stop the practice.</p></blockquote><p></p>
[QUOTE="Arlough, post: 5297435, member: 79335"] As for how this affects the game, in most cases it ended up getting used in skill challenges to roll a "recovery inturrupt/instant" for a failed roll. For example, if the Rogue tried to pick the pocket of a guard and failed miserably, the Warlord would spend an action point to roll a Bluff (distract the guard, giving a bonus to the rogue's roll after the fact and hope it is enough to make it a success) or Diplomacy (convince the guard that the rogue was just fooling around, eliminating the fail but not counting as a success). When you had a player that managed to gain/save enough action points to use multiple ones in battle, it usually was a great cinematic act that the players remembered and talked about many sessions afterward. Like the fighter charging in and shielding a prone comrade from attacks, a cleric storm across the battlefield turning undead so he could drag a fallen companion to a place it was safe to stand, or a ranger unleashing a series of blows to push back the enemy at the front line. And, since the job of the DM is to be an entertainer, I have no problem with a character being really cool every once in a while. As for awarding them, I would give the rewards for out of game activities, but more often I would reward them for exceptional roll play, or even particularly clever remarks that made the whole table laugh (though this was less frequent.) Try it and see how your group handles it. If it doesn't work, you can always stop the practice. [/QUOTE]
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