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*Pathfinder & Starfinder
My House Rules - What is your opinion?
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<blockquote data-quote="HealingAura" data-source="post: 4815589" data-attributes="member: 71433"><p>I really liked the simplicity of this method for Elite Minions. When combining Elite Minions (as you suggested) and normal Minions, the players will not know which ones are tougher. In fact, I can just decide at the start of the battle that out of X Minions, Y of them are Elite Minions and choose which ones will survive the first hit during the combat encounter.</p><p></p><p></p><p></p><p>I have yet to come up with a better way to motivate the players to give more information about their character without providing their characters with bonuses they should get from powers/feats/features. I'm not sure if we are bound to encounter the difficultires that you have mentioned. In my opinion, players with more character points will not feel their characters are any stronger than the rest of the party and therefore there won't be any arguments about why this guy received 3 CP and another got 2. You could say the same about rewarding players with XP for good RP.</p><p></p><p></p><p></p><p>I'm not trying to make my character system the most important thing in our D&D sessions. I want to give my players incentives to connect with their character, not to give them a way to shine in specific encounters depending on their character development. This is not supposed to be some sort of new Action Point system.</p><p></p><p></p><p></p><p>I have to admit that the "player-judge" idea is interesting. I will think about how to implement it in my system.</p><p></p><p></p><p></p><p>I can think of 3 solutions:</p><p>1. Increase in demand will result in increase in prices - the player who's willing to pay the most Character Points.</p><p>2. Let the dice choose - just roll a die to see which one can choose the item.</p><p>3. According to character items - if one has only a small amount of crappy items and the other character has many powerful items, the first character will get to choose the item.</p><p></p><p><strong>By the way, how do you divide treasure to prevent such a situation (poor characters and rich characters) in the first place?</strong></p><p></p><p></p><p></p><p>I didn't add the treasure selecting option to make the players who RP more have more powerful characters. It's more of a way for players to choose the treasure they get without giving me a direct "wish-list". If a player knows he wants to play a paladin who worships Corellon that will multi class to warlock, and he's about to receive a level 8 Holy Symbol, he will probably choose the Star of Corellon Holy Symbol from the Adventurer's Vault.</p></blockquote><p></p>
[QUOTE="HealingAura, post: 4815589, member: 71433"] I really liked the simplicity of this method for Elite Minions. When combining Elite Minions (as you suggested) and normal Minions, the players will not know which ones are tougher. In fact, I can just decide at the start of the battle that out of X Minions, Y of them are Elite Minions and choose which ones will survive the first hit during the combat encounter. I have yet to come up with a better way to motivate the players to give more information about their character without providing their characters with bonuses they should get from powers/feats/features. I'm not sure if we are bound to encounter the difficultires that you have mentioned. In my opinion, players with more character points will not feel their characters are any stronger than the rest of the party and therefore there won't be any arguments about why this guy received 3 CP and another got 2. You could say the same about rewarding players with XP for good RP. I'm not trying to make my character system the most important thing in our D&D sessions. I want to give my players incentives to connect with their character, not to give them a way to shine in specific encounters depending on their character development. This is not supposed to be some sort of new Action Point system. I have to admit that the "player-judge" idea is interesting. I will think about how to implement it in my system. I can think of 3 solutions: 1. Increase in demand will result in increase in prices - the player who's willing to pay the most Character Points. 2. Let the dice choose - just roll a die to see which one can choose the item. 3. According to character items - if one has only a small amount of crappy items and the other character has many powerful items, the first character will get to choose the item. [B]By the way, how do you divide treasure to prevent such a situation (poor characters and rich characters) in the first place?[/B] I didn't add the treasure selecting option to make the players who RP more have more powerful characters. It's more of a way for players to choose the treasure they get without giving me a direct "wish-list". If a player knows he wants to play a paladin who worships Corellon that will multi class to warlock, and he's about to receive a level 8 Holy Symbol, he will probably choose the Star of Corellon Holy Symbol from the Adventurer's Vault. [/QUOTE]
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