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Luck Points and Appreciation Bonuses
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<blockquote data-quote="Quasqueton" data-source="post: 1762293" data-attributes="member: 3854"><p>I'm considering these house rules for my game, and I'd like some advice. [I know there is a House Rules forum, but that seems to be mostly for game mechanic changes. The below house rules are rather generic for all RPG games. But if the moderators feel this should be in the other forum, go ahead and move it.]</p><p></p><p>1) Luck Points - Each character gets 2 LP at the start of the campaign [PCs start at 2nd level], and gain another LP at each level-up. An LP can be used to reroll any one die. </p><p></p><p>-- My question: Should the reroll decision come before the result is announed (passed/failed save, hit/miss attack, etc.) or before?</p><p></p><p>-- Note: My campaign is of the "status quo" type---things in the world are as they are regardless of the PCs' level or capabilities. All die rolls are made in the open (except for some necessarily secret rolls), and we let the results come as they are rolled. Sometimes the PCs get in over their heads, and I would like them to survive, saying, "We were lucky to get out of there," rather than have a TPK, saying, "Well, what are we going to bring in as our next characters?"</p><p></p><p>2) Appreciation Bonus - At the end of each game session, each Player hands me a note with the name of another Player who made the game enjoyable that evening, for whatever reason. The named Player gets a 1% bonus to his/her xp, per note with his/her name on it calculated from the PC's total xp). This bonus will be given secretly in an e-mail message after the game session.</p><p></p><p>-- My question: Is the 1% bonus enough to matter? Or should it be 5%? Or something else?</p><p></p><p>-- Note: I give xp for overcoming challenges, whether the success came about with combat, diplomacy, stealth, or some neat trick. But sometimes a Player just really plays his character well, or plays in a way that just makes the game easier for everyone at the table. I'd like to reward that Player.</p><p></p><p>Quasqueton</p></blockquote><p></p>
[QUOTE="Quasqueton, post: 1762293, member: 3854"] I'm considering these house rules for my game, and I'd like some advice. [I know there is a House Rules forum, but that seems to be mostly for game mechanic changes. The below house rules are rather generic for all RPG games. But if the moderators feel this should be in the other forum, go ahead and move it.] 1) Luck Points - Each character gets 2 LP at the start of the campaign [PCs start at 2nd level], and gain another LP at each level-up. An LP can be used to reroll any one die. -- My question: Should the reroll decision come before the result is announed (passed/failed save, hit/miss attack, etc.) or before? -- Note: My campaign is of the "status quo" type---things in the world are as they are regardless of the PCs' level or capabilities. All die rolls are made in the open (except for some necessarily secret rolls), and we let the results come as they are rolled. Sometimes the PCs get in over their heads, and I would like them to survive, saying, "We were lucky to get out of there," rather than have a TPK, saying, "Well, what are we going to bring in as our next characters?" 2) Appreciation Bonus - At the end of each game session, each Player hands me a note with the name of another Player who made the game enjoyable that evening, for whatever reason. The named Player gets a 1% bonus to his/her xp, per note with his/her name on it calculated from the PC's total xp). This bonus will be given secretly in an e-mail message after the game session. -- My question: Is the 1% bonus enough to matter? Or should it be 5%? Or something else? -- Note: I give xp for overcoming challenges, whether the success came about with combat, diplomacy, stealth, or some neat trick. But sometimes a Player just really plays his character well, or plays in a way that just makes the game easier for everyone at the table. I'd like to reward that Player. Quasqueton [/QUOTE]
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