Blue
Ravenous Bugblatter Beast of Traal
Howdy folks,
Looking for some assistance in bringing over something that is working well for my group to 4e.
In my current (3.5) campaign, I let the players give out chips to other players for a particularly good/in-character bit of RP. Could be a brilliant idea, a canonical action, doing something in-character that the player knows is stupid, or even a great in-theme maneuver in combat.
These chips ended up as shares in an extra XP pool, so folks who got them got bonus RP XP. (And I balanced other XP to have advancement where I wanted it.) Since it was a pool, players could be generous or stingy and i as DM still controlled the total of what I wanted to give out.
This works great to encourage players, and in other games with some of the same players people will often say "chip" as a virtual nod when someone does something particularly that character.
I've been playing 4e since it came out, but am looking to start running soon. I'd like to bring over the concept, but after years of it going to XP I am not convinced that's the best place. I'd like to give something more immediate, and something less math-y and more action oriented.
I though about every few chips was worth an action point, but that throws off balance of how often they are expected. With all the feat and paragon path support that seems like it would have ripple effects.
I've been thinking about an a la cart menu. Turning in some number to recharge an encounter power and more for a daily. Getting +5 on a death save. Rerolling a save. Using a second action point in an encounter (if you have it).
But I'm worried about either stepping on some other class (many things seem leader-like), or making some things too effective.
My other concern is that previously it was from a pool so I controlled the total - with just flat chip costs players may end up "mugging" for chips and giving them will get out of control. I had thought about a Deadlands-like "when you spend a chip the foes get a chip" sort of thing, but in the end that's rewarding the villains for the players doing good RP.
I figure with all the experienced players and DMs here others will have ideas. So, how would you reward superior RP & play in game while keeping balance, not marginalizing leader abilities, and putting the reward mechanism in player hands, not DM.
Cheers,
Blue
Looking for some assistance in bringing over something that is working well for my group to 4e.
In my current (3.5) campaign, I let the players give out chips to other players for a particularly good/in-character bit of RP. Could be a brilliant idea, a canonical action, doing something in-character that the player knows is stupid, or even a great in-theme maneuver in combat.
These chips ended up as shares in an extra XP pool, so folks who got them got bonus RP XP. (And I balanced other XP to have advancement where I wanted it.) Since it was a pool, players could be generous or stingy and i as DM still controlled the total of what I wanted to give out.
This works great to encourage players, and in other games with some of the same players people will often say "chip" as a virtual nod when someone does something particularly that character.
I've been playing 4e since it came out, but am looking to start running soon. I'd like to bring over the concept, but after years of it going to XP I am not convinced that's the best place. I'd like to give something more immediate, and something less math-y and more action oriented.
I though about every few chips was worth an action point, but that throws off balance of how often they are expected. With all the feat and paragon path support that seems like it would have ripple effects.
I've been thinking about an a la cart menu. Turning in some number to recharge an encounter power and more for a daily. Getting +5 on a death save. Rerolling a save. Using a second action point in an encounter (if you have it).
But I'm worried about either stepping on some other class (many things seem leader-like), or making some things too effective.
My other concern is that previously it was from a pool so I controlled the total - with just flat chip costs players may end up "mugging" for chips and giving them will get out of control. I had thought about a Deadlands-like "when you spend a chip the foes get a chip" sort of thing, but in the end that's rewarding the villains for the players doing good RP.
I figure with all the experienced players and DMs here others will have ideas. So, how would you reward superior RP & play in game while keeping balance, not marginalizing leader abilities, and putting the reward mechanism in player hands, not DM.
Cheers,
Blue