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<blockquote data-quote="eriktheguy" data-source="post: 4784023" data-attributes="member: 83662"><p>I am trying a new simple mechanic at my table. I call it <em>quest reward points</em>. When a player completes a minor quest, I give them a small glass bead (quest reward point). Whoever holds the bead has until the end of the adventure to use it (or it will be redeemed for XP as normal). They can redeem it during any encounter to do something awesome (they are encouraged to make it fit their character). Automatically inflict a critical hit on their sneak attack, or maybe jump off of a building onto a horses back (knocking off the other rider). The character with the lowest diplomacy skill might convince an evil baron to shelter the party safely in his manor for a night. They can do anything awesome that you might expect to see in a movie or videogame, something that would normally be beyond their character's grasp.</p><p></p><p>The easiest thing about this system is the book keeping. If they use the point I determine how to resolve their action on the spot. If they do not I collect the quest beads at the end of the adventure and dole out the experience as normal.</p><p></p><p>The DMG suggest 1 major quest for the party and 1 minor quest for each character. I like this system because it helps personalize each minor quest to the individual characters.</p><p></p><p>One of the drawbacks is that you have to design minor quests for each character, which means more preparation time. The benefit is that the players will love completing quests to get the juicy reward point. People love to hold something physical as a mark of their success, especially something valuable. Also the amazing feats really help the players to feel like heroes.</p></blockquote><p></p>
[QUOTE="eriktheguy, post: 4784023, member: 83662"] I am trying a new simple mechanic at my table. I call it [I]quest reward points[/I]. When a player completes a minor quest, I give them a small glass bead (quest reward point). Whoever holds the bead has until the end of the adventure to use it (or it will be redeemed for XP as normal). They can redeem it during any encounter to do something awesome (they are encouraged to make it fit their character). Automatically inflict a critical hit on their sneak attack, or maybe jump off of a building onto a horses back (knocking off the other rider). The character with the lowest diplomacy skill might convince an evil baron to shelter the party safely in his manor for a night. They can do anything awesome that you might expect to see in a movie or videogame, something that would normally be beyond their character's grasp. The easiest thing about this system is the book keeping. If they use the point I determine how to resolve their action on the spot. If they do not I collect the quest beads at the end of the adventure and dole out the experience as normal. The DMG suggest 1 major quest for the party and 1 minor quest for each character. I like this system because it helps personalize each minor quest to the individual characters. One of the drawbacks is that you have to design minor quests for each character, which means more preparation time. The benefit is that the players will love completing quests to get the juicy reward point. People love to hold something physical as a mark of their success, especially something valuable. Also the amazing feats really help the players to feel like heroes. [/QUOTE]
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