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Rewarding Bad Ideas (Mechanically)
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<blockquote data-quote="Lanefan" data-source="post: 8437325" data-attributes="member: 29398"><p>As [USER=7032066]@Jmarso[/USER] already noted above, Experience Points Are Your Friend.</p><p></p><p>To achieve some of your ends:</p><p>--- award xp individually rather than group</p><p>------ give those characters who put themselves at risk (intentionally or otherwise) more xp than those who do not</p><p>--- put an increasing multiplier on xp earned for encounters when the net h.p. total of the party <em>throughout</em>* the encounter is <strong>below</strong> a series of thresholds (see table below for an idea how this might work), and make good and sure the players are aware of this</p><p></p><p>* - to prevent munchkinizing the system via starting the encounter at low h.p. and then immediately healing to the max.</p><p></p><p><strong>Xp modifier for low h.p. table</strong> idea: </p><p></p><p>PHP = Party Hit Points, as the highest % of the party's overall total reached during the encounter. XPM = xp modifier for that encounter.</p><p></p><p>PHP --- XPM</p><p>70+ --- no modifier</p><p>50-69 --- x 1.2</p><p>25-49 --- x 1.5</p><p>< 25 --- x 2.0</p><p></p><p>So, if the party's total hit points add to 200 when everyone's at full, the "break points" would be if the total stayed <strong>below</strong> 140; 100; or 50 for the entire duration of the encounter.</p><p></p><p>In the end, though, I think your answer might ultimately lie in simply removing some of that safety net. Nerf some of the outdoors abilities. Excise some of the more problematic spells and tone down some others. Use wandering monsters liberally whenever the situation allows, to bust up rests. Rule that ANY interruption of a rest other than keeping a sedate watch negates the benefits.</p><p></p><p>That said, reward them with a peaceful night's sleep if they proactively take measures to find or create a safe place for it e.g. by locking themselves in an empty chamber or by moving well clear of any dangerous areas.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8437325, member: 29398"] As [USER=7032066]@Jmarso[/USER] already noted above, Experience Points Are Your Friend. To achieve some of your ends: --- award xp individually rather than group ------ give those characters who put themselves at risk (intentionally or otherwise) more xp than those who do not --- put an increasing multiplier on xp earned for encounters when the net h.p. total of the party [I]throughout[/I]* the encounter is [B]below[/B] a series of thresholds (see table below for an idea how this might work), and make good and sure the players are aware of this * - to prevent munchkinizing the system via starting the encounter at low h.p. and then immediately healing to the max. [B]Xp modifier for low h.p. table[/B] idea: PHP = Party Hit Points, as the highest % of the party's overall total reached during the encounter. XPM = xp modifier for that encounter. PHP --- XPM 70+ --- no modifier 50-69 --- x 1.2 25-49 --- x 1.5 < 25 --- x 2.0 So, if the party's total hit points add to 200 when everyone's at full, the "break points" would be if the total stayed [B]below[/B] 140; 100; or 50 for the entire duration of the encounter. In the end, though, I think your answer might ultimately lie in simply removing some of that safety net. Nerf some of the outdoors abilities. Excise some of the more problematic spells and tone down some others. Use wandering monsters liberally whenever the situation allows, to bust up rests. Rule that ANY interruption of a rest other than keeping a sedate watch negates the benefits. That said, reward them with a peaceful night's sleep if they proactively take measures to find or create a safe place for it e.g. by locking themselves in an empty chamber or by moving well clear of any dangerous areas. [/QUOTE]
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