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Question about Divination School and Old Marvel RPG Karma
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<blockquote data-quote="CrusadeDave" data-source="post: 314572" data-attributes="member: 6716"><p>First time poster, I searched for something similar to this topic but couldn't find anything. So here goes:</p><p></p><p>I am an old time Marvel RPG DM. I ran multiple campaigns for many years using the system, and feel very comfortable with it.</p><p></p><p>16 months ago I joined a start-up 3EDD group, as a player, to have fun and familiarize myself with the rules, so that in the future I could run a campaign.</p><p></p><p>I'm a pretty organized DM, and I used the concepts I worked on for the Campaign Setting Search/Contest to begin building my own campaign setting, and have been building that world privately since I sent in the submission.</p><p></p><p>As a first time Fantasy DM, I'm very nervous/apprehensive about the Diviniation School of magic. I tend to reward quality roleplaying, and in the Marvel world, figuring things out on your own, being resourceful, etc, works itself out so well with the Karma system. </p><p></p><p>I had one PC, who had awful stats (Was a Batman/Captain America type crimefighter) but was such a quality roleplayer, and resourceful crimefighter/investigator, that I constantly had to reward with extra Karma, and while everyone else kept raising their stats, he built a giant Karma pool that he used to make Called shots whenever he needed them against the Big Bad.</p><p></p><p>So I really have 2 questions: </p><p></p><p>1) Let's assume I built a Quality campaign, (I.E. doesn't suck) where for some good RP reason, the party gained/was cursed with a total immunity/Prohibilition to all Divinations. I would literally build a Divine geas or wish utilized on the party into the foundations of the campaign and then let the PC's both feel the effects of the prohibition, and gain the effects of the immunity. As a player, how would you feel about this? Would this limitation to the campaign, where other people have access to Divinations, but you don't, make it impossible, or more difficult, to enjoy? </p><p></p><p>Also, how should I communicate this with the players? Should I "ruin" the RP surprise of the first session and thell them how it is going to happen? Would I tell them upfront before they created characters, so they could make informed diecisions on character classes? Tell only spellcasters OOCly before the first session, since it affects them most anyway? Or just Spring it on them, (Except for players who want to play Diviners because that's just not fair.)</p><p></p><p>2) From a good deal of reading here, I understand that XP is awarded for completing EL's, and that an EL is not necessarily a creature kill, it could be a series of traps, riddles, or diplomacy puzzles to solve a specific challenge. I also know most GM's give bonus XP for good roleplaying.</p><p></p><p>I wanted to know if any of you give other things for good roleplaying? Again, I'm used to the Marvel system, where Karma (What they call XP) can be spent on increasing dice roles as well as improving your character.</p><p> </p><p>Have any of you ever given or recieved Bonus Feats, Extra Skill points, hit points, dice roll mulligans (Reroll a Die of your choice), dice bucks (+5 to a d20 roll of your choice), or other things to reward good roleplaying? </p><p></p><p>For each of the ideas I listed here, what would be the consequences of doing these. Obviously I wouldn't be handing out Whirlwind Attack, but if say a PC had, numerous times in row, done a superlative job of roleplaying an intimidation, would awarding him say Skill Focus: Intimidation, or giving him an extra Skill Point, or saying Next Intimidation attempt you fail, you get to roll again, be that unbalanced?</p><p></p><p>Thanks for all the great ideas that you helped cultivate while I lurked, and I look forward to reading your responses to these specific questions.</p></blockquote><p></p>
[QUOTE="CrusadeDave, post: 314572, member: 6716"] First time poster, I searched for something similar to this topic but couldn't find anything. So here goes: I am an old time Marvel RPG DM. I ran multiple campaigns for many years using the system, and feel very comfortable with it. 16 months ago I joined a start-up 3EDD group, as a player, to have fun and familiarize myself with the rules, so that in the future I could run a campaign. I'm a pretty organized DM, and I used the concepts I worked on for the Campaign Setting Search/Contest to begin building my own campaign setting, and have been building that world privately since I sent in the submission. As a first time Fantasy DM, I'm very nervous/apprehensive about the Diviniation School of magic. I tend to reward quality roleplaying, and in the Marvel world, figuring things out on your own, being resourceful, etc, works itself out so well with the Karma system. I had one PC, who had awful stats (Was a Batman/Captain America type crimefighter) but was such a quality roleplayer, and resourceful crimefighter/investigator, that I constantly had to reward with extra Karma, and while everyone else kept raising their stats, he built a giant Karma pool that he used to make Called shots whenever he needed them against the Big Bad. So I really have 2 questions: 1) Let's assume I built a Quality campaign, (I.E. doesn't suck) where for some good RP reason, the party gained/was cursed with a total immunity/Prohibilition to all Divinations. I would literally build a Divine geas or wish utilized on the party into the foundations of the campaign and then let the PC's both feel the effects of the prohibition, and gain the effects of the immunity. As a player, how would you feel about this? Would this limitation to the campaign, where other people have access to Divinations, but you don't, make it impossible, or more difficult, to enjoy? Also, how should I communicate this with the players? Should I "ruin" the RP surprise of the first session and thell them how it is going to happen? Would I tell them upfront before they created characters, so they could make informed diecisions on character classes? Tell only spellcasters OOCly before the first session, since it affects them most anyway? Or just Spring it on them, (Except for players who want to play Diviners because that's just not fair.) 2) From a good deal of reading here, I understand that XP is awarded for completing EL's, and that an EL is not necessarily a creature kill, it could be a series of traps, riddles, or diplomacy puzzles to solve a specific challenge. I also know most GM's give bonus XP for good roleplaying. I wanted to know if any of you give other things for good roleplaying? Again, I'm used to the Marvel system, where Karma (What they call XP) can be spent on increasing dice roles as well as improving your character. Have any of you ever given or recieved Bonus Feats, Extra Skill points, hit points, dice roll mulligans (Reroll a Die of your choice), dice bucks (+5 to a d20 roll of your choice), or other things to reward good roleplaying? For each of the ideas I listed here, what would be the consequences of doing these. Obviously I wouldn't be handing out Whirlwind Attack, but if say a PC had, numerous times in row, done a superlative job of roleplaying an intimidation, would awarding him say Skill Focus: Intimidation, or giving him an extra Skill Point, or saying Next Intimidation attempt you fail, you get to roll again, be that unbalanced? Thanks for all the great ideas that you helped cultivate while I lurked, and I look forward to reading your responses to these specific questions. [/QUOTE]
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