barsoomcore
Unattainable Ideal
This thread got me wondering about the idea of "currency of value" in D&D.
Mainly cause I came up with that little turn of phrase myself, and I think it's clever, so I'm showing off. What?

But seriously, I think it's true that D&D RAW encourages efficient slaughter on the part of the PCs. The strategy that exposes them to the least amount risk while causing the largest amount of death is the best one to choose in standard D&D.
Which is fine for what it is, but it got me thinking about alternate "currencies" that might allow different strategies to be optimal.
The example given in the thread linked above is Action Points (in the Spycraft/Grim Tales version), where a DM can convert a critical hit by an NPC only by awarding the targetted player an Action Point. Since Action Points are an alternate currency of value, this means that the strategy of going toe-to-toe with your enemy might be a better one than creating an elaborate death-trap from which he cannot escape, since while slugging it out with him you might get a couple of Action Points you can then use to smack him down.
I was also thinking that registering Action Points with the PLAYER rather than the CHARACTER might have interesting effects as well, since optimizing to avoid character death becomes less completely important.
Right now in my Barsoom campaign I don't award XP at all. I just arbitrarily decide when everyone levels up, and announce it. Seems to work, though I'm not sure as to what the exact effects are. My hope is that it makes the players less concerned with optimizing their XP intake -- but my players aren't super-concerned with that anyway, so they may not be a good test group.
What other "currencies of value" have you experimented with? What results can you report to the rest of us? How DO they get the soft, creamy caramel inside the delicious chocolate coating?
Mainly cause I came up with that little turn of phrase myself, and I think it's clever, so I'm showing off. What?
But seriously, I think it's true that D&D RAW encourages efficient slaughter on the part of the PCs. The strategy that exposes them to the least amount risk while causing the largest amount of death is the best one to choose in standard D&D.
Which is fine for what it is, but it got me thinking about alternate "currencies" that might allow different strategies to be optimal.
The example given in the thread linked above is Action Points (in the Spycraft/Grim Tales version), where a DM can convert a critical hit by an NPC only by awarding the targetted player an Action Point. Since Action Points are an alternate currency of value, this means that the strategy of going toe-to-toe with your enemy might be a better one than creating an elaborate death-trap from which he cannot escape, since while slugging it out with him you might get a couple of Action Points you can then use to smack him down.
I was also thinking that registering Action Points with the PLAYER rather than the CHARACTER might have interesting effects as well, since optimizing to avoid character death becomes less completely important.
Right now in my Barsoom campaign I don't award XP at all. I just arbitrarily decide when everyone levels up, and announce it. Seems to work, though I'm not sure as to what the exact effects are. My hope is that it makes the players less concerned with optimizing their XP intake -- but my players aren't super-concerned with that anyway, so they may not be a good test group.
What other "currencies of value" have you experimented with? What results can you report to the rest of us? How DO they get the soft, creamy caramel inside the delicious chocolate coating?