Role Playing Levels

harperscout

First Post
I am sorry if this post becomes long...

Rule Set: D&D 3.5

Whats the point?
I am trying to design a house mechanic/rule that rewards players for role-playing beyond encounters with vital NPC's or other adventure-related situations.

Preface
Currently, in the campaigns that our group runs the DM designs some mechanic to give the players extra feats, skill points, and/or extra abilites. The DMing position rotates, so there have been 2 different mechanics implimented... the following is mine.

Basic overview
This mechanic demands that a player select not only an adventuring class (as outlined in the PHB) but also an NPC class (as outlined in the DMG p. 107). The NPC class is configured first, and the adventuring class is configured second. The player earns all the benifits of both 1st level classes (1st level feat from both classes, HP, BAB, 1st level starting skill points, etc). Once the campaign starts, and the characters begin earning experience points they can earn them for either class - Experience points given are designated as either "adventuring" XP or "Role-playing" XP. A character then has 2 XP charts, a Role-playing XP chart and the standard adventuring XP chart (found in the PHB). The role-playing chart is designed for their NPC class while the adventuring XP chart is designed for their adventuring class. The "Role-playing" XP chart is designed by finding the equivilant level on the adventuring XP chart and dividing that number by 2. So, for an example, a 1st level Aristocrat/1st level fighter would need 1000 XP to become a 2nd level fighter and another 500 XP to become a 2nd level Aristocrat.

How this prevents a character from a slower march towards their next adventuring level is that the role-playing XP can be gained by doing things which fall within the generally understood role of their NPC class. As such, if the Aristocrat 1/fighter 1 from above offers to attend a party to represent his family, he may gain role-playing XP. If that same character kills a ferral ground hog in the basement to defend a chef, he may also earn adventuring XP.

Specifics:

A player character may trade XP as well.
A character who earns role-playing XP may add it to his adventuring XP at a ratio of 2:1. (The Aristocrat 1/Ftr 1 may earn 100 role-playing XP for attending the party to represent his family, if he so wishes, he may add that XP to his fighter XP total instead but would only add 50 XP instead of 100).
A character who earns adventuring XP may add it to his "role-playing" XP at a ratio
of 1:0.75. (The Aristocrat 1/Ftr 1 may earn 100 adventuring XP for killing the ferral groundhog, if he so wishes, he may add that XP to his Aristocrat XP total instead but would only add 75 XP instead of 100).

Multiclassing: A character's ability to multiclass is considered based on the two different lines of XP. As such, the Aristocrat 1/Ftr 1 is not considered a multiclassed character. Technically, a player could design an Aristocrat 1, Adept 2/Ftr 1, Cleric 3. The two groups of classes would be considered independant of each other.

For purposes of EL, CR, etc, I would consider each Adventuring level 1 CR and each role-playing level .5 CR.

Feedback?

- Does anyone think this idea is dumb?
- Does anyone see any problems with it?
- Do you think it will be too cumbersome of a mechanic to impliment?
- Do you think that I run the risk of over-powering my players?

Thanks for everything. Again, I am sorry this is so darn long.
 

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Ok, I don't have much time, but here's what I can come up with quickly.

I like the idea.

How are you handling Hit Die, BAB, Saves, abilities? I would consider retooling the non-combat classes to be more ability oriented, but have them add a set amount of HP/level. Don't let them add to BAB, but let them add to 1 stat (Blacksmith-Fort, Jester-Reflex, Aristocrat-Will, etc.) Come up with several non-combat classes; they can be broader in description than the combat classes, but there still need to be quite a few of them. Expert will have to go; divide it into smaller, more descriptive classes. Non-combat classes need non-combat reasons to advance. The smith can gain EXP based on how much he does but also how much fame his shop gets, but he also needs to gain extraordinary ways to forge weapons and armor. The aristocrat can gain clout, money, allies, and even (though it may be game-breaking) an army. Ok, I really have to go. Ok bye.
 

harperscout said:
Feedback?

- Does anyone think this idea is dumb?
- Does anyone see any problems with it?
- Do you think it will be too cumbersome of a mechanic to impliment?
- Do you think that I run the risk of over-powering my players?

Thanks for everything. Again, I am sorry this is so darn long.

So bards can't earn roleplaying XP except at a 2:1 penalty whereas a warrior can earn both RP and combat/adventure XP at a 1:1 ratio?

I'm not quite sure what its fixing but the disparity between RP XP and Adv XP seems tacked on to me.

DC
 

Well, maybe it'll work for you, but I think you're making things a little too complicated. Here are my suggested alternatives for roleplaying awards. Mix and match as you feel appropriate or use none at all. :)

1) The best way to reward roleplaying with roleplaying. Try to make your roleplaying encounters interesting. Often having the DM roleplay breaks the ice and encourages others to participate. For the PCs who respond, their reward will be a cool encounter and more spotlight time. Fun is its own reward.

2) That's okay, you want MECHANICS, right? Well remember (and remind your players) that non-combat encounters give XP. It says so in the DMG. For example, if they bluff their way past a guard instead of knocking him out, they still get the XP.

3) Give action points or other non-XP awards for roleplaying. If a player does something cool, like roleplaying a scene particularly well, give him an action point. You could also, once in a great while, give a minor special ability or an item that gives a minor bonuses to a skill (e.g., a set of masterwork kitchen knives if the player roleplays his PC's cooking interest).

4) Give roleplaying XP. I like to make this awarded by the players. For example:

a) Give each player a set of poker chips or the like. The players can award these chips to other players for roleplaying well. A player can redeem the chips he got from others for say, 50 XP each. A player gets nothing from keeping his own chips. Optionally, you can give out chips worth slightly more, but do so sparingly.

b) At the end of each session, have the players vote for the person they think did the best roleplaying. Give that player 50 XP/level. You only vote in case of a tie.

c) Give XP for doing things that help the game or aid in roleplaying. In other words, bribe the players into doing your work for you. :p For example, if a player writes up information about his clerical order, give him, say, 100 XP (or a bonus to Knowledge(Religion). Then use the information in the game! Drawing (or commissioning) a character portrait, bringing a prop, or the like also count.

d) Give group roleplaying XP. At the end of each session give experience based on how the group roleplayed as a whole, stayed on task, and how the session went in general. Everyone who showed up gets the same amount.

e) Give individual roleplaying XP. Everyone gets a different amount based on their individual performances at each session. Be careful: if you have a drama student who consistently earns significantly more than the casual gamer or the min-maxer who barely remembers his character's name, people might get miffed. Besides, you don't give bonus combat XP to the min-maxer for being more effective in combat or penalize a player who doesn't know the rules well, right? (On the other hand, if it's awarded by the players, it seems more fair.)
 

I love the poker-chip idea, and the player reward system. Thanks for that idea. I actually like it better than my own because then all I have to do is tally up the chips at the end of the day and I can record how much each player got. Thanks for the great idea!
 

babomb said:
e) Give individual roleplaying XP. Everyone gets a different amount based on their individual performances at each session. Be careful: if you have a drama student who consistently earns significantly more than the casual gamer or the min-maxer who barely remembers his character's name, people might get miffed. Besides, you don't give bonus combat XP to the min-maxer for being more effective in combat or penalize a player who doesn't know the rules well, right? (On the other hand, if it's awarded by the players, it seems more fair.)
This can work, but rather than award it in relation to how the whole party roleplays you could award it based on how that player usually roleplays. So if your drama student is his usual self then he gains a small bonus but if the quiet chap in the corner actually contributes with some roleplaying effort then give him a bigger bonus (which will hopefully incourage him to roleplay in the future.

Regards,
Mortis
 

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