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<blockquote data-quote="Rune" data-source="post: 5852094" data-attributes="member: 67"><p>To this, I should add a couple:</p><p></p><p><strong>3 - Plus One to Anything Tokens:</strong> If a player is immediately ready to begin his or her turn when it comes around, that player earns a "Plus One to Anything Token," which are cumulative and can be used at any time and in any quantity to...well, you can probably figure it out. This helps provide incentive to the players to pay attention and be ready, without penalizing players for carefully considering their actions (as does the common houserule that enforces a delay when a player takes "too long"). These tokens do not carry over from encounter to encounter.</p><p></p><p>Even with such tokens and karma points in play, sometimes the dice just suck the energy out of the room. This happened last night, and I realize I need a way to combat it, so, starting next game, the following houserule will be in effect:</p><p></p><p><strong>4 - Karma Favors the Hapless:</strong> Three misses or failed saves in a row (in any combination) by any single character earns that character's player a karma point. This means, that a string of debilitating rolls <em>will not</em> keep a character from contributing to an encounter, and gives a player who is definitely not feeling lucky a reason not to feel discouraged. Suddenly, when the second miss in a row comes around, the player can start thinking, "maybe it would be better if I <em>don't</em> hit, next time!"</p></blockquote><p></p>
[QUOTE="Rune, post: 5852094, member: 67"] To this, I should add a couple: [b]3 - Plus One to Anything Tokens:[/b] If a player is immediately ready to begin his or her turn when it comes around, that player earns a "Plus One to Anything Token," which are cumulative and can be used at any time and in any quantity to...well, you can probably figure it out. This helps provide incentive to the players to pay attention and be ready, without penalizing players for carefully considering their actions (as does the common houserule that enforces a delay when a player takes "too long"). These tokens do not carry over from encounter to encounter. Even with such tokens and karma points in play, sometimes the dice just suck the energy out of the room. This happened last night, and I realize I need a way to combat it, so, starting next game, the following houserule will be in effect: [b]4 - Karma Favors the Hapless:[/b] Three misses or failed saves in a row (in any combination) by any single character earns that character's player a karma point. This means, that a string of debilitating rolls [i]will not[/i] keep a character from contributing to an encounter, and gives a player who is definitely not feeling lucky a reason not to feel discouraged. Suddenly, when the second miss in a row comes around, the player can start thinking, "maybe it would be better if I [i]don't[/i] hit, next time!" [/QUOTE]
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