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<blockquote data-quote="I'm A Banana" data-source="post: 5659492" data-attributes="member: 2067"><p>What, you mean like, "treasure" that isn't related to attack rolls and AC bonuses?</p><p></p><p>Followers? Allies? Titles? Leadership roles? Influence? Magic and power (but not the power to kill the other guy faster, necessarily)?</p><p></p><p>In 4e, not really. These kinds of rewards kind of need a system to support them. 4e revolves around combat quite centrally, and so giving someone, say, a squire that wants to help them (but is useless in a fight) is not a reward that is valuable. </p><p></p><p>Of course, in a more politically oriented game, squires could be very valuable -- a sign of your station, able to keep your stuff looking good, etc. </p><p></p><p>But to make that valuable you'd need to have a system underpinning politics like that. You'd have to make being king <em>mean something</em>, in the context of mechanics, in order for it to matter. If, perhaps, in 4e, we had a system for competing kingdoms, or leading rival factions, that kind of stuff might matter on a more material level. Without that, it's potentially interesting story material, but not really much more. </p><p></p><p>Of course, if you mean rather, rewards for doing things out of combat...yep! I like a lot of the narrativist rules for XP and the like that involve leveling up when you grow as a character. Combat, for this, to me, is just one way to advance your character or get your goals or overcome your failings. There's lots of other stuff involved, too.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5659492, member: 2067"] What, you mean like, "treasure" that isn't related to attack rolls and AC bonuses? Followers? Allies? Titles? Leadership roles? Influence? Magic and power (but not the power to kill the other guy faster, necessarily)? In 4e, not really. These kinds of rewards kind of need a system to support them. 4e revolves around combat quite centrally, and so giving someone, say, a squire that wants to help them (but is useless in a fight) is not a reward that is valuable. Of course, in a more politically oriented game, squires could be very valuable -- a sign of your station, able to keep your stuff looking good, etc. But to make that valuable you'd need to have a system underpinning politics like that. You'd have to make being king [I]mean something[/I], in the context of mechanics, in order for it to matter. If, perhaps, in 4e, we had a system for competing kingdoms, or leading rival factions, that kind of stuff might matter on a more material level. Without that, it's potentially interesting story material, but not really much more. Of course, if you mean rather, rewards for doing things out of combat...yep! I like a lot of the narrativist rules for XP and the like that involve leveling up when you grow as a character. Combat, for this, to me, is just one way to advance your character or get your goals or overcome your failings. There's lots of other stuff involved, too. [/QUOTE]
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