Gruns
Explorer
Hey all!
Just thought I'd share a little something from my campaign. Back in the old days, my (brief)DM used to give all of the players a "Gift Scroll" for Christmas. This was a list of 10 somewhat obscure statements that you could "use" (cross off your list) at virtually any time. Somewhat akin to Action Points, but more specific. These were usually tailored for the person's main PC, but others were more general. Some were obvious in their use, others were more obscure.
Some examples:
"You slip away, unnoticed."
"It turns out you actually DO have another Cure Light potion left!"
"How do you make a dwarf float? Add two scoops of ice-cream. The crowd erupts into laughter."
"You swing with the might of the gods behind your arms."
And so on, and so on...
I've been using these in my game, except instead of every Christmas, I give my players a new sheet of 10 (that replaces the old sheet) every five levels. The problem is, it seems the longer my players use them, the more they try to get away with. So this time, I've changed things up a bit and my gift scrolls are now more structured. I've also incorporated a bit of everyone's favorite trading card game. Instead of just an obscure line of text, the list of gift cards are now 10 different Magic cards of the same color, appropriate to the PC. The card name is followed by some pretty clear text of what that does for you.
I have three players in my group: a rogue, a favored soul(Fahrlangen) and a ranger/fighter.
The rogue gets black cards. The favored soul's are white. And the ranger's are green.
Here's a few from the rogue list:
1)Howl From Beyond: Add sneak attack damage to an attack that isn't a sneak attack.
4)Darkness: All attacks against you next round automatically miss.
7)Mind Twist: (Standard action) Target is dazed next round.
10)Demonic Tutor: You get +20 on your next skill check.
Some from the favored soul:
2)Dismantling Blow: (Standard action) You may attempt a Trip, Disarm or Sunder at +20, and as if you had the Improved xxx feat.
5)Guardian Angel: Anyone may re-roll a Saving Throw they just failed with +20 on the new roll.
6)Death Ward: (Immediate action) You may cast one of your Cure spells on anyone within 30'
9)Healing Salve: This potion is a Cure Critical Wounds potion.
And the ranger:
2)Berserk: This crit deals max damage.
7)Lure: Target enemy must engage you in melee next turn if possible.
8)Sylvan Library: Read the Monster Manual/DM's notes for any creature.
9)Instill Energy: (Full Round action) An ally may take another turn right now.
To take the uber-geekiness further, I used Magic Set Editor to print up cards that are glued to real Magic cards and turned in when used.
It's always fun to see the players agonizing over whether or not to use a gift now, or save it for a more dangerous time. (Knowing that if they don't use one now, they may not make it to that next time.) I don't fudge ANY rolls and roll mostly in the open, so the players know death could be a dice roll away. The gift scrolls(now cards) help to stave off those unlucky Save-or-Die natural 1's. Thanks for reading!
Later!
McM
Just thought I'd share a little something from my campaign. Back in the old days, my (brief)DM used to give all of the players a "Gift Scroll" for Christmas. This was a list of 10 somewhat obscure statements that you could "use" (cross off your list) at virtually any time. Somewhat akin to Action Points, but more specific. These were usually tailored for the person's main PC, but others were more general. Some were obvious in their use, others were more obscure.
Some examples:
"You slip away, unnoticed."
"It turns out you actually DO have another Cure Light potion left!"
"How do you make a dwarf float? Add two scoops of ice-cream. The crowd erupts into laughter."
"You swing with the might of the gods behind your arms."
And so on, and so on...
I've been using these in my game, except instead of every Christmas, I give my players a new sheet of 10 (that replaces the old sheet) every five levels. The problem is, it seems the longer my players use them, the more they try to get away with. So this time, I've changed things up a bit and my gift scrolls are now more structured. I've also incorporated a bit of everyone's favorite trading card game. Instead of just an obscure line of text, the list of gift cards are now 10 different Magic cards of the same color, appropriate to the PC. The card name is followed by some pretty clear text of what that does for you.
I have three players in my group: a rogue, a favored soul(Fahrlangen) and a ranger/fighter.
The rogue gets black cards. The favored soul's are white. And the ranger's are green.
Here's a few from the rogue list:
1)Howl From Beyond: Add sneak attack damage to an attack that isn't a sneak attack.
4)Darkness: All attacks against you next round automatically miss.
7)Mind Twist: (Standard action) Target is dazed next round.
10)Demonic Tutor: You get +20 on your next skill check.
Some from the favored soul:
2)Dismantling Blow: (Standard action) You may attempt a Trip, Disarm or Sunder at +20, and as if you had the Improved xxx feat.
5)Guardian Angel: Anyone may re-roll a Saving Throw they just failed with +20 on the new roll.
6)Death Ward: (Immediate action) You may cast one of your Cure spells on anyone within 30'
9)Healing Salve: This potion is a Cure Critical Wounds potion.
And the ranger:
2)Berserk: This crit deals max damage.
7)Lure: Target enemy must engage you in melee next turn if possible.
8)Sylvan Library: Read the Monster Manual/DM's notes for any creature.
9)Instill Energy: (Full Round action) An ally may take another turn right now.
To take the uber-geekiness further, I used Magic Set Editor to print up cards that are glued to real Magic cards and turned in when used.
It's always fun to see the players agonizing over whether or not to use a gift now, or save it for a more dangerous time. (Knowing that if they don't use one now, they may not make it to that next time.) I don't fudge ANY rolls and roll mostly in the open, so the players know death could be a dice roll away. The gift scrolls(now cards) help to stave off those unlucky Save-or-Die natural 1's. Thanks for reading!
Later!
McM