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General Tabletop Discussion
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Luck Points and Appreciation Bonuses
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<blockquote data-quote="Pielorinho" data-source="post: 1762819" data-attributes="member: 259"><p>Appreciation points: I'd never use them, and I'd have serious reservations about playing in a game that used them. I love RPGs for their cooperative nature; introducing a competition into them, especially one with such possibilities for weirdness, would really taint the experience for me.</p><p> </p><p>Luck points: We use something derived from Spycraft. Each player gets three action points <em>per session</em>, which can be used to add or subtract from just about any d20 roll, or to fudge the rules in some way. Some examples of fudging:</p><p>-A chain fighter spends an action die to have his chain wrap around an opponent's neck and jerk the opponent into an adjacent square.</p><p>-A wizard uses his fireball to temporarily blast away the slippery conjured mud covering the ground, allowing allies to pass by unimpeded.</p><p>-A halfling rogue spends an action die to leap onto the giant's back when it bends down, run up to its head, and stab it with sneakattacky damage.</p><p> </p><p>The trick is that the DM gets action dice every session, too: one per player, plus three extra. </p><p> </p><p>You can spend an action die after the results of your initial roll are known, and even if you still fail after spending an action die, you'll get a marginal success. An action die weapon attack that "misses" will instead hit for minimum damage; a spell that fails to penetrate SR might have a minimal effect for one round; a failed bluff check might leave its target a little confused and unsure of the truth.</p><p> </p><p>Daniel</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 1762819, member: 259"] Appreciation points: I'd never use them, and I'd have serious reservations about playing in a game that used them. I love RPGs for their cooperative nature; introducing a competition into them, especially one with such possibilities for weirdness, would really taint the experience for me. Luck points: We use something derived from Spycraft. Each player gets three action points [i]per session[/i], which can be used to add or subtract from just about any d20 roll, or to fudge the rules in some way. Some examples of fudging: -A chain fighter spends an action die to have his chain wrap around an opponent's neck and jerk the opponent into an adjacent square. -A wizard uses his fireball to temporarily blast away the slippery conjured mud covering the ground, allowing allies to pass by unimpeded. -A halfling rogue spends an action die to leap onto the giant's back when it bends down, run up to its head, and stab it with sneakattacky damage. The trick is that the DM gets action dice every session, too: one per player, plus three extra. You can spend an action die after the results of your initial roll are known, and even if you still fail after spending an action die, you'll get a marginal success. An action die weapon attack that "misses" will instead hit for minimum damage; a spell that fails to penetrate SR might have a minimal effect for one round; a failed bluff check might leave its target a little confused and unsure of the truth. Daniel [/QUOTE]
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