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Review - Combat Advantages #14
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<blockquote data-quote="EP" data-source="post: 5005428" data-attributes="member: 41744"><p>Each idea presented were designed as optional house rules for the GM to pick and choose as best suits their campaign. If they were all connected with badges, that would be the GM's call but there were intended to be separate.</p><p></p><p><strong>Bite the Hand:</strong> I chose 10% to quest XP because though players are roleplaying characters willing to stab each other in the back, giving them significant boosts to bring them to level sooner than others tends to break with the overall concept of 4E (you are still members of the same party). But your math does make sense and I'd go so far as to bump quest XP by 25%-50%. In my group, I hand them out in batches of 50-100 XP because cell phones don't make good calculators (and iPhones are too much of a distraction).</p><p></p><p><strong>Brutality:</strong> I always left this up to the players to keep track of. As the GM, I inform them once they've killed a target that it was a brutal kill and to mark that down on their character sheet, notepad, or whatever scrap of paper they have. This award is for any single creature they reduce to 0 hp in a particularly brutal fashion so if they make the last strike against a 1000 XP solo, then they get a 10% bonus to their 200 XP share. Once you get brutal, however, you can be tracked as the evidence of your brutality cannot be erased (per se, but you can roleplay your way out of it, I'm sure).</p><p></p><p>Players would have to choose between the brutality and signature kill bonus but only if they already have a sig kill bonus that hasn't been used yet. But a little strategic selection is a good thing, I find.</p><p></p><p><strong>Experience Awards: </strong>The idea behind this is not that a mercenary would commit mass murder for the fun of it but might be hired to ambush a caravan, kill the driver, and get rid of anyone who gets in their way. Or even sack a village. Since they're being paid to do it, it works towards their career. Once they do reach a higher level, 25 XP becomes redundant and useless but paragon and epic characters would hardly find any commoner a challenge.</p><p></p><p><strong>Ruthless Appearance: </strong>The Charisma bonus does stack. Bear in mind too that the Charisma bonus does not apply unless the target is made aware of the PC's identity so a warlock firing off an <em>eldritch blast</em> won't be recognized by every target he encounters (unless he wants to go all Diego Montoya with every creature he fights from now on).</p><p></p><p><strong>Signature Kill:</strong> Hmm, the extended rest does work better and is easier to keep track. Makes sense to me.</p><p></p><p>Just as with playing mercenaries doesn't always agree with every player, not all GMs are going to like and appreciate these rules. I tried to come up with a delicate balance of roleplaying reward versus party balance and wanted to show some appreciation for a little in-character in-fighting but not excel it to the point of constant war. I was worried that offering too high an incentive to kill civilians and make deals behind the party's back could become too distracting if the rules provided offered a big reward. With mercenaries campaigns in particular, GM discretion is advised.</p><p></p><p>Hope these comments helped answer your questions.</p></blockquote><p></p>
[QUOTE="EP, post: 5005428, member: 41744"] Each idea presented were designed as optional house rules for the GM to pick and choose as best suits their campaign. If they were all connected with badges, that would be the GM's call but there were intended to be separate. [B]Bite the Hand:[/B] I chose 10% to quest XP because though players are roleplaying characters willing to stab each other in the back, giving them significant boosts to bring them to level sooner than others tends to break with the overall concept of 4E (you are still members of the same party). But your math does make sense and I'd go so far as to bump quest XP by 25%-50%. In my group, I hand them out in batches of 50-100 XP because cell phones don't make good calculators (and iPhones are too much of a distraction). [B]Brutality:[/B] I always left this up to the players to keep track of. As the GM, I inform them once they've killed a target that it was a brutal kill and to mark that down on their character sheet, notepad, or whatever scrap of paper they have. This award is for any single creature they reduce to 0 hp in a particularly brutal fashion so if they make the last strike against a 1000 XP solo, then they get a 10% bonus to their 200 XP share. Once you get brutal, however, you can be tracked as the evidence of your brutality cannot be erased (per se, but you can roleplay your way out of it, I'm sure). Players would have to choose between the brutality and signature kill bonus but only if they already have a sig kill bonus that hasn't been used yet. But a little strategic selection is a good thing, I find. [B]Experience Awards: [/B]The idea behind this is not that a mercenary would commit mass murder for the fun of it but might be hired to ambush a caravan, kill the driver, and get rid of anyone who gets in their way. Or even sack a village. Since they're being paid to do it, it works towards their career. Once they do reach a higher level, 25 XP becomes redundant and useless but paragon and epic characters would hardly find any commoner a challenge. [B]Ruthless Appearance: [/B]The Charisma bonus does stack. Bear in mind too that the Charisma bonus does not apply unless the target is made aware of the PC's identity so a warlock firing off an [I]eldritch blast[/I] won't be recognized by every target he encounters (unless he wants to go all Diego Montoya with every creature he fights from now on). [B]Signature Kill:[/B] Hmm, the extended rest does work better and is easier to keep track. Makes sense to me. Just as with playing mercenaries doesn't always agree with every player, not all GMs are going to like and appreciate these rules. I tried to come up with a delicate balance of roleplaying reward versus party balance and wanted to show some appreciation for a little in-character in-fighting but not excel it to the point of constant war. I was worried that offering too high an incentive to kill civilians and make deals behind the party's back could become too distracting if the rules provided offered a big reward. With mercenaries campaigns in particular, GM discretion is advised. Hope these comments helped answer your questions. [/QUOTE]
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