Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Quantifiable, non-XP, role-playing rewards
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Sword of Spirit" data-source="post: 6285900" data-attributes="member: 6677017"><p>Hey thanks everyone! Fun ideas. It's taken me longer to get back to this thread than I intended, but I have more thoughts.</p><p></p><p>One of the reasons I've wanted to generally steer clear of the bennies type of system (for D&D, at least) is simply because it increases character effectiveness, and hence reduces game difficulty (unless I either compensate--turning the benefit into an illusion, or anticipate--which feels similar).</p><p></p><p>But I do like the idea of giving authorial control to the players. Here is my current unfinished line of thinking.</p><p></p><p>1. I can hand out a special type of XP that doesn't go into your character's XP total. I'm referring to it as "bonus XP" at the moment, but unsatisfied with that term. Each character acquire a pool of bonus XP as a reward for selected things.</p><p>2. This bonus XP can be spent to purchase world-customization input. Examples might include:</p><p>a) Rerolls on items of random treasure, and the character gets the item that I think would be most desirable to him.</p><p>b) Personal connection requests. "I'd like to have a connection in this next town," and then I create such a connection. It might be a member of his family happens to be there, or a barkeep owes his childhood best friend (who he talks about when drunk) a favor. Or even a nemesis has a spy in that town that is likely to run into him.</p><p>c) An opportunity. This might mean I design a chance for romance, or an opportunity to open a business, or to a clue to how to find a <em>staff of the magi</em> since the character has wanted one ever since they became a mage.</p><p>3. These customization benefits are intended to have the minimum impact on actual character effectiveness, and instead reward them with greater connection to the world. Some degree of effectiveness is virtually unavoidable. Having a magic item you can use is better than having one you can't, for instance, even if the items are of similar value. However, things such as potentially cursed treasure, hostile connections, and opportunities with unexpected risks (opportunities for adventure!) should keep the effectiveness increase to a minimum (hopefully).</p><p>4. These options are <em>always</em> additive. If I had already planned for the PC noble to have a family member in town, it doesn't count as the reward. They would get an additional connection if they bought one.</p><p>5. Because I like to limit the authorial control aspect in my D&D games, the players never request specifics. Instead, they purchase a category of benefit, and I as the DM determine how it manifests. It also is always purchased ahead of time. Once the PCs have seen the treasure, they can't ask me to reroll it.</p><p></p><p>How does this sound as far as meeting my goals? Any pitfalls I can't see? Suggestions for improvements or categories?</p><p></p><p>Thanks for all the great input!</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 6285900, member: 6677017"] Hey thanks everyone! Fun ideas. It's taken me longer to get back to this thread than I intended, but I have more thoughts. One of the reasons I've wanted to generally steer clear of the bennies type of system (for D&D, at least) is simply because it increases character effectiveness, and hence reduces game difficulty (unless I either compensate--turning the benefit into an illusion, or anticipate--which feels similar). But I do like the idea of giving authorial control to the players. Here is my current unfinished line of thinking. 1. I can hand out a special type of XP that doesn't go into your character's XP total. I'm referring to it as "bonus XP" at the moment, but unsatisfied with that term. Each character acquire a pool of bonus XP as a reward for selected things. 2. This bonus XP can be spent to purchase world-customization input. Examples might include: a) Rerolls on items of random treasure, and the character gets the item that I think would be most desirable to him. b) Personal connection requests. "I'd like to have a connection in this next town," and then I create such a connection. It might be a member of his family happens to be there, or a barkeep owes his childhood best friend (who he talks about when drunk) a favor. Or even a nemesis has a spy in that town that is likely to run into him. c) An opportunity. This might mean I design a chance for romance, or an opportunity to open a business, or to a clue to how to find a [I]staff of the magi[/I] since the character has wanted one ever since they became a mage. 3. These customization benefits are intended to have the minimum impact on actual character effectiveness, and instead reward them with greater connection to the world. Some degree of effectiveness is virtually unavoidable. Having a magic item you can use is better than having one you can't, for instance, even if the items are of similar value. However, things such as potentially cursed treasure, hostile connections, and opportunities with unexpected risks (opportunities for adventure!) should keep the effectiveness increase to a minimum (hopefully). 4. These options are [I]always[/I] additive. If I had already planned for the PC noble to have a family member in town, it doesn't count as the reward. They would get an additional connection if they bought one. 5. Because I like to limit the authorial control aspect in my D&D games, the players never request specifics. Instead, they purchase a category of benefit, and I as the DM determine how it manifests. It also is always purchased ahead of time. Once the PCs have seen the treasure, they can't ask me to reroll it. How does this sound as far as meeting my goals? Any pitfalls I can't see? Suggestions for improvements or categories? Thanks for all the great input! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Quantifiable, non-XP, role-playing rewards
Top