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<blockquote data-quote="Jeff Carlsen" data-source="post: 6036953" data-attributes="member: 61749"><p>Fourth Edition introduced or expanded upon several resources and options that gave the player limited metagame control. Examples include action points, second wind, and daily martial powers.</p><p></p><p>Unfortunately, these elements were mixed into the same subsystems as less-metagame options, which I believe weakened both and forced a different style of play.</p><p></p><p>D&D Next is backing away from that approach, which provides us the opportunity to redesign metagame abilities as a dedicated module. What follows is an example of how such a module <em>could </em>work.</p><p></p><p style="margin-left: 20px"><strong>Advantage Points:</strong> Each player begins a game session with three advantage points. At any time, a player may spend an advantage point to gain advantage on an attack, check or save. At the end of the session, any unspent advantage points are lost.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"></p><p>The DM should reward players with additional advantage points for behavior supporting a particular style of play. This might be for good roleplaying, clever planning, brave actions, or taking unnecessary risks for the sake of fun. It is recommended that the DM use some sort of physical token to represent these points and give them weight.</p><p> </p><p>Advantage points are session based to reinforce their metagame nature. They are a resource and reward for the <em>player</em>, not the character, and they operate within real-world timeframes, not in-game time.</p><p></p><p style="margin-left: 20px"><strong>Boons (optional):</strong> Boons are player-chosen abilities that provide alternative uses for advantage points. At first level, each player may choose a boon for their character. They may choose an additional boon at fourth and eighth level.</p> <p style="margin-left: 20px"></p><p>Boons are meant to expand the options for advantage points while requiring players to craft a personal style of play. One player might choose abilities that let him spend advantage points to remove status effects, while another chooses boons that let her force opponents into particular actions. Some might allow the something akin to martial powers or second wind, and others might allow the player to introduce plot elements or summon aid in a time of need.</p><p></p><p>By making them broad and flexible, they become a tool for each player to play the kind of game they like, and if someone in the group doesn't like them they can always use the points to gain advantage.</p><p></p><p>This isn't the only way to approach the concept, nor is it anything more the the skeleton of a module. I'm looking to start a conversation on the subject of a metagame module. What would you like to see?</p></blockquote><p></p>
[QUOTE="Jeff Carlsen, post: 6036953, member: 61749"] Fourth Edition introduced or expanded upon several resources and options that gave the player limited metagame control. Examples include action points, second wind, and daily martial powers. Unfortunately, these elements were mixed into the same subsystems as less-metagame options, which I believe weakened both and forced a different style of play. D&D Next is backing away from that approach, which provides us the opportunity to redesign metagame abilities as a dedicated module. What follows is an example of how such a module [I]could [/I]work. [INDENT][B]Advantage Points:[/B] Each player begins a game session with three advantage points. At any time, a player may spend an advantage point to gain advantage on an attack, check or save. At the end of the session, any unspent advantage points are lost. [/INDENT] The DM should reward players with additional advantage points for behavior supporting a particular style of play. This might be for good roleplaying, clever planning, brave actions, or taking unnecessary risks for the sake of fun. It is recommended that the DM use some sort of physical token to represent these points and give them weight. Advantage points are session based to reinforce their metagame nature. They are a resource and reward for the [I]player[/I], not the character, and they operate within real-world timeframes, not in-game time. [INDENT][B]Boons (optional):[/B] Boons are player-chosen abilities that provide alternative uses for advantage points. At first level, each player may choose a boon for their character. They may choose an additional boon at fourth and eighth level. [/INDENT] Boons are meant to expand the options for advantage points while requiring players to craft a personal style of play. One player might choose abilities that let him spend advantage points to remove status effects, while another chooses boons that let her force opponents into particular actions. Some might allow the something akin to martial powers or second wind, and others might allow the player to introduce plot elements or summon aid in a time of need. By making them broad and flexible, they become a tool for each player to play the kind of game they like, and if someone in the group doesn't like them they can always use the points to gain advantage. This isn't the only way to approach the concept, nor is it anything more the the skeleton of a module. I'm looking to start a conversation on the subject of a metagame module. What would you like to see? [/QUOTE]
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