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Interesting homebrew mechanics to add to my campaign
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<blockquote data-quote="CypherWulf" data-source="post: 5810341" data-attributes="member: 6685254"><p>I printed up a half-dozen "roleplaying reward" cards for when my players get into things. The effects are pretty minor, but they're enough to encourage in-character thinking. Basically they say you can do one of the following and hand the card back to me as a free action:</p><p></p><p>Gain temporary HP equal to healing surge value</p><p>Re-roll any one die (taking the better result)</p><p>Force the GM to re-roll one die (taking the worse result)</p><p>Gain an automatic success in a skill challenge</p><p></p><p>Each character can only have one at a time, however I've had occasions where they role-played using the reward well enough to earn a new one.</p><p></p><p>I use these cards for several reasons. Firstly since I run an open table at my USO, I sometimes have inexperienced players who don't really get into the concept of roleplaying, and the cards help nudge them toward it. Second, since it is an open table, not everyone's character is at the same power level, the cards help me keep everyone feeling useful. And finally, on nights where only 2-3 players show up, judicious use of them can make up for the lack of PCs, and keep things moving.</p></blockquote><p></p>
[QUOTE="CypherWulf, post: 5810341, member: 6685254"] I printed up a half-dozen "roleplaying reward" cards for when my players get into things. The effects are pretty minor, but they're enough to encourage in-character thinking. Basically they say you can do one of the following and hand the card back to me as a free action: Gain temporary HP equal to healing surge value Re-roll any one die (taking the better result) Force the GM to re-roll one die (taking the worse result) Gain an automatic success in a skill challenge Each character can only have one at a time, however I've had occasions where they role-played using the reward well enough to earn a new one. I use these cards for several reasons. Firstly since I run an open table at my USO, I sometimes have inexperienced players who don't really get into the concept of roleplaying, and the cards help nudge them toward it. Second, since it is an open table, not everyone's character is at the same power level, the cards help me keep everyone feeling useful. And finally, on nights where only 2-3 players show up, judicious use of them can make up for the lack of PCs, and keep things moving. [/QUOTE]
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