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Luck Points and Appreciation Bonuses
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<blockquote data-quote="MarauderX" data-source="post: 1762811" data-attributes="member: 9990"><p>Two nice rules. </p><p></p><p>The first is nice because I do the same <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" />, keeping it very simple in the 'After the result' way. Should a player roll and have an unfavorable outcome, they can spend a luck point to simply reroll. They can take the reroll or spend another luck point to reroll again. Players can spend the luck points on ANY roll at the table, but must spend it immediately after the roll. For example, if I, as DM, roll a critical hit on a PC, the players can all pitch in for rerolls until they get what they want. It by no means ensures success, and if fate decides that you roll 1's until you run out of luck points, so be it. </p><p></p><p>The second rule is nice as it reinforces good role play as well as getting direct rewards for doing positive for the group. It also can be rewarding for all sorts of activities in the session; bravery, cunning, good strategies, effective spells, inventive play, great acting, etc. can all be weighted differently and appreciated by others. I would forsee this rule as encouraging competitiveness as well, but should help much more to developing the group into a team. It would be great if the players would be saying to themselves "what can I do that will most benefit us all?", but that won't always be the attitude. I would run the rule that they give you the bonus votes secretly, and don't know who gets the 1% per vote. Eventually it would show by certain PCs leveling quicker, but that appear until several levels down the road. In addition I like this rule because it empowers the players to reward their teammates for doing well individually as well as a group. Is 1% enough? Sure, if they are interested, but with 5 players at the table and they all vote for the same person a few sessions in a row, that player will end up with only 5% extra per session... not that much. I would try 3-5%, and if only you know who is getting what, I would cast an extra vote as DM to keep it balanced.</p></blockquote><p></p>
[QUOTE="MarauderX, post: 1762811, member: 9990"] Two nice rules. The first is nice because I do the same :p, keeping it very simple in the 'After the result' way. Should a player roll and have an unfavorable outcome, they can spend a luck point to simply reroll. They can take the reroll or spend another luck point to reroll again. Players can spend the luck points on ANY roll at the table, but must spend it immediately after the roll. For example, if I, as DM, roll a critical hit on a PC, the players can all pitch in for rerolls until they get what they want. It by no means ensures success, and if fate decides that you roll 1's until you run out of luck points, so be it. The second rule is nice as it reinforces good role play as well as getting direct rewards for doing positive for the group. It also can be rewarding for all sorts of activities in the session; bravery, cunning, good strategies, effective spells, inventive play, great acting, etc. can all be weighted differently and appreciated by others. I would forsee this rule as encouraging competitiveness as well, but should help much more to developing the group into a team. It would be great if the players would be saying to themselves "what can I do that will most benefit us all?", but that won't always be the attitude. I would run the rule that they give you the bonus votes secretly, and don't know who gets the 1% per vote. Eventually it would show by certain PCs leveling quicker, but that appear until several levels down the road. In addition I like this rule because it empowers the players to reward their teammates for doing well individually as well as a group. Is 1% enough? Sure, if they are interested, but with 5 players at the table and they all vote for the same person a few sessions in a row, that player will end up with only 5% extra per session... not that much. I would try 3-5%, and if only you know who is getting what, I would cast an extra vote as DM to keep it balanced. [/QUOTE]
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