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<blockquote data-quote="Arlough" data-source="post: 5549088" data-attributes="member: 79335"><p>I don't even give XP anymore. The party just levels up when they reach that point in the story. So I, too, have had to come up with some alternative rewards.</p><p></p><p>Limited use magical items are good, but usually end up filling a bag of holding pretty fast, as players tend to be hoarders too.</p><p></p><p>I like the bonus action points idea. The way we use them is if someone does something the DM finds deserving (in or out of character) they get a Bonus Action Point.</p><p>Bonus Action Points do not count against your Action Point per encounter or round restriction, and if you take an extended rest, you lose all but two BAPs. (that is, if you have more than two). Also, the <em>only</em> way to get a BAP is from the DM.</p><p></p><p>Other things I have done in the way of rewards, I bought a box of poker chips and created tokens to give out to the players with these rewards:</p><ul> <li data-xf-list-type="ul"><br /> <strong>Common</strong>/<strong>Uncommon</strong>/<strong>Rare</strong> - A token worth +1/+2/+3 on a non-combat d20 roll. Use must be announce prior to the roll.<br /> <strong>Uncommon</strong> - A token worth a reroll of any single die.<br /> <strong>Rare</strong> - A token worth a 20 on a non-combat d20 roll. Replaces the rolling of the die, so this cannot be used after the roll has been made.<br /> <strong>Extremely Rare</strong> - A token worth one 20 on any d20 roll. Replaces the rolling of the die, so this cannot be used after the roll has been made.</li> </ul><p>Sometimes to mitigate the power of these, I put a limit on how many extended rests the item will survive.</p><p>Oh yeah, and that is one last item that went over quite well. The party did a job for a temple, and got a few extended rests in a bottle. I think I called the item an Elixir of Complete Rejuvenation, and it allowed the player who consumed it to gain all the advantage of an extended rest during a 5 minute rest.</p></blockquote><p></p>
[QUOTE="Arlough, post: 5549088, member: 79335"] I don't even give XP anymore. The party just levels up when they reach that point in the story. So I, too, have had to come up with some alternative rewards. Limited use magical items are good, but usually end up filling a bag of holding pretty fast, as players tend to be hoarders too. I like the bonus action points idea. The way we use them is if someone does something the DM finds deserving (in or out of character) they get a Bonus Action Point. Bonus Action Points do not count against your Action Point per encounter or round restriction, and if you take an extended rest, you lose all but two BAPs. (that is, if you have more than two). Also, the [i]only[/i] way to get a BAP is from the DM. Other things I have done in the way of rewards, I bought a box of poker chips and created tokens to give out to the players with these rewards: [LIST] [B]Common[/B]/[B]Uncommon[/B]/[B]Rare[/B] - A token worth +1/+2/+3 on a non-combat d20 roll. Use must be announce prior to the roll. [B]Uncommon[/B] - A token worth a reroll of any single die. [B]Rare[/B] - A token worth a 20 on a non-combat d20 roll. Replaces the rolling of the die, so this cannot be used after the roll has been made. [B]Extremely Rare[/B] - A token worth one 20 on any d20 roll. Replaces the rolling of the die, so this cannot be used after the roll has been made. [/LIST] Sometimes to mitigate the power of these, I put a limit on how many extended rests the item will survive. Oh yeah, and that is one last item that went over quite well. The party did a job for a temple, and got a few extended rests in a bottle. I think I called the item an Elixir of Complete Rejuvenation, and it allowed the player who consumed it to gain all the advantage of an extended rest during a 5 minute rest. [/QUOTE]
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