Alternate Rewards: or, not another +2 longsword! [Archive] - Wizards Community

Post/Author/DateTimePost
stargate525

06-21-06, 11:38 AM
So I'm running a new campaign soon, and I don't like the fact that most of the other games I've been in or DMed, the only reward for our characters was either money, items, or nothing at all. I would very much like to expand on that, but I would like some guidelines as to where to draw the line for them.

Skill Points: Perhaps they offer training by an expert in exchange for your mission? I would like to know about how many is enough to make it worthwhile, but not soo much as to overbalance it.

Feats: See skill points.

Glory: I will be having a fame rating in this campaign, so this should be a no-brainer. Again, magnitutes of fame to give out would be great.

Land: Again, how much is enough, and how much is too much?

Nobility: Bestow a noble rank on them. Probably for only big events.

Favors: The person in question owes them a favor.


I'd love to think of other ones, or refine the one's I've already got.
carioca

06-21-06, 11:56 AM
i'm not sure about feats or skill points, i think those would in the end mess with balance issues of the game. the others sound nice however. but the problem with nobility and land is that you can't give it all the time, unless you wanna end with the pcs being dukes and owing little kingdoms of land.

glory and favors always work for me as alternate rewards. the good thing about both i think is that you can measure the rpizes with the tasks, from favors with the local weaposmith at the first levels to a favor from the emperor at the other side.

items can have some significance even if it's not magical also. a fighter can win a custom sword in a tournament engraved with the date and circumstance of his achievement, and all that see the sword will know that his owner is a champion of the city of xxxx... or something like that. players, at least in my game, like to have things that give some measure of importance and uniqueness to their characters.
TrothgardtheMad

06-21-06, 12:03 PM
Well Weapons of Legacy offered up a chance for one to have magical items that "levelled" with player characters, giving them the ability to use a stock one from the book or forge their own legacies (they weren't all weapons, there were armors, a ring, and amulet).

Titles is a good way to go, the respect and awe that they inspire when they travel, as well as the hordes of adoring fans (and enemies).

As a specific reward to convey title/land/40 virgins, it really depends on your players and campaign. For thwarting a threat to a metropolis in a city one of my characters was in, as a group we were offered a title (Knight) and land outside of the city in which someone had already built a small keep.

Also if we take initiative on expounding some of our knowledge we get a few skill points in the appropriate knowledge skills (like we get something like Knowledge(local) +2 to Bobino's Grape Fields, where anything concerning that area or Bobino, we know a little more than the average person). I'd say in the form of skill points, I'd keep it to the non-combat related ones, Craft, Knowledge, Perform, Profession... that should allow you to expound on roleplaying...

Feats might be tough, as that's really the fighter's thing, and can quickly either cheapen the fighter or escalate to some serious headache in bookkeeping. If you might stray toward again the non-combat(ish) feats, you might be able to offer up free Skill Mastery feats or perhaps ones like Educated (from Eberron Campaign Setting).

All excellent ideas in alternate rewards for a player, and as you have a fame rating going in your campaign that works well too (I implemented the honor system in mine, which I stole from Kenzer and Company's Hackmaster, as well as having a secret Comeliness score which affected how some NPC's acted toward them).

Trothgard the Mad
OravennasBrother

06-21-06, 12:15 PM
Land awards will be based on whether a character is already a member of the nobility. For a peasant 300 acres is huge. For a Knight 1200 acres is so small as to be of questionable worth. Why - because a Knight with a land grant is expected to provied the service of 1 mounted warrior plus some supporting infantry for his land, while the peasant just pays taxes.
FYI 1 square mile = 640 acres, but the number fluctuates (a bit) in medieval periods because of variable measurements.

Fame should be kept local until the deed is notable on a large scale. French Knights who won tournaments in Germany might have a fair bit of reknown (among nobles) throughout much of Christian Europe. A victorious war leader would also gain fame (Richard the Lionheart, and Edward Longshanks) which could extend into the non-christian (Ie Islamic) world, but again that is predominately among the upper classes (and well travelled merchants etc.)

Noble Rank will vary. During the renaissance some French queens would give Knighthood to young men who wrote pleasant poetry; Charlemagne gave knighthood to anyone who gained the equipment and skill to fight as a mounted warrior in his army. Some British knighthoods were earned During the Napoleonic wars for bravery under fire. Noble rank generally starts as Knight and can be a lifetime award (heirs won't inherit) this is particularly true of crown grants which include land.

Skills and Feats should be (at most) awarded on a per case basis. For Feats Alertness, Endurance, and a few others might have less of an impact, yet even they carry the burden of cheapening them (once you award Endurance to all your PC's they can no longer be distinguished from that perspective). With skills, a bit of training in Swimming, Riding, Profession, Craft, or Knowledge probalby won't be excessively unbalancing. All those skills are best learned (in general practice) from a teacher; however anything beyond a rank or two risks making these skills tooeasy to acquire.
I would personally reccomend a firm limit- no more than 1 "free" feat for every 3 "earned" feats a character has, and no more ranks in a given "free" skill than 1/2 of the CC maximum (perhaps with a fixed limit of 5 as well for truly high level characters)
Arganis

06-21-06, 12:23 PM
Skill Points: Perhaps they offer training by an expert in exchange for your mission? I would like to know about how many is enough to make it worthwhile, but not soo much as to overbalance it.

Feats: See skill points.

I am against the idea of increasing access to existing advancement mechanisms. Not only that, but training as an in-character reward seems a bit contrived to me. See below for an alternative.

Glory: I will be having a fame rating in this campaign, so this should be a no-brainer. Again, magnitutes of fame to give out would be great.

I found the UA rules for Reputation (http://systemreferencedocuments.org/35/sovelior_sage/unearthedReputation.html) and Honor (http://systemreferencedocuments.org/35/sovelior_sage/unearthedHonor.html) to be mediocre, but they might provide you with some ideas.

Land: Again, how much is enough, and how much is too much?

I think this depends on your campaign setting and what kind of scale you and your players are interested in. If you'd rather focus on dungeon-crawling, a small manor would be more appropriate than a fief. A fief presents all kinds of new challenges.

Nobility: Bestow a noble rank on them. Probably for only big events.

See Land.

Favors: The person in question owes them a favor.

This is probably best done under-the-table without any efforts to quantify.

I'd love to think of other ones, or refine the one's I've already got.

As an alternative to feat/skill-based rewards, I propose the Title system. It's not much different from a feat-based reward, but the goal is to offer benefits that are more circumstantial. Some feats would translate just fine to Titles (In particular the Skill-line feats like Negotiator), while others would not (Such as combat maneuvers like Improved Disarm). I'm thinking this up as I type, so it's bound to need some criticism and balancing:

Titles
A title is more than just an adjective to describe something you have done. It is, in fact, a very real identification of the hero within you. While any adventurer can slay goblins, commoners will expect more from Zad the Goblinslayer--and Zad can deliver on these expectations, not because he has killed goblins, but because he is, in fact, a Goblinslayer.

Earning Titles
A title is earned, not granted. By virtue of completing a Title Act, people come to call you by the title and you gain the title's ability. For example, Zad travels out of town to the Goblin camp where he defeats Rarik, the Goblin Chieftan in a pitched battle. Once he defeats the chieftan, he immediately receives the Goblinslayer ability. While the lord of the town may officially dub Zad "the Goblinslayer", the townspeople were whispering it as he returned anyway.

A Title Act is a situation in which a title may be earned. Title acts generally hinge on overcoming a particularly difficult challenge. Example Title Acts are provided for each title, but the GM has full discretion, and may choose to award Titles simply as a part of adventure completion.

The Downside
Titles are not always good things. Zad the Goblinslayer is viewed as an enemy of their people, and individual goblins (or groups of goblins) might seek glory in seeing him slain. Neighboring towns may plead with Zad to save them from their own Goblins. Depending on Zad's motivations, he may or may not welcome these distractions (and may or may not exact payment for his services). Finally, not all enemies of Goblins are friends of Zad--they may view him as competition.

Regardless of how the character is treated in a given circumstance, they must continue to answer to the title to gain its benefit. For example, if Zad stops killing Goblins when asked, or begins interacting with Goblins in non-violent ways, he loses the title.

Specific Titles

the Monsterslayer
Title Act: Defeat a monster of a particular type that has a CR of 2 more than yours. (Ex: A level 3 fighter must defeat a CR 5 goblin). This act need not be performed alone, but for every two people that aid you, add 1 more to the CR requirement). The title is awarded to the "MVP" of the combat (such as Zad, who , or if the GM desires, to each participant.
Benefit: The character immediately gains Favored Enemy: Humanoid (Goblinoid) (+1). This increases by +1 every 4 levels starting at the level the character obtained the title, providing the character continues to answer to the title.
Losing the Title: If a group of characters are awarded the title for the same Title Act, each character only gains the benefit of the title when fighting alongside another member of the group that obtained the title with them. Any character loses the benefit of this title if they cease interacting with the specific monster in violent fashion.

the Negotiator
Title Act: A character must gain significant concessions in negotiations with a powerful, opposed NPC. The NPC must have more skill ranks in diplomacy than the character.
Benefit: The character gains the Negotiator feat.
Losing the Title: If the character does not explore the peaceful option before resorting to violence or continually resorts to violence after an initially poor discussion (i.e. doesn't make an attempt to bring the other party back to the table), they lose the benefit of this title.

Healer
Title Act: A character must oversee the complete recouperation of an NPC at least 3 levels higher than him, who has been reduced to negative hitpoints.
Benefit: When using the heal check to provide long-term care, a Healer provides double the hit points healed per day.
Losing the Title: If the character does not take the opportunity to care for hurt or sick individuals, or forsakes such opportunities in favor of other actions, they lose the benefit of this title.

I must confess my idea ran out of steam. Also it's lunch time. Perhaps someone else would like to offer Titles along the same lines?
Conflagration

06-21-06, 12:38 PM
I, personally, like the idea of skill points or feats as rewards ... but they have to be carefully regulated to keep the balance. For example, in the current game I'm playing in (PC, not DM), the DM was running a PC that was an exotic weapons master. Through some combination of classes he was proficient with all exotic weapons. There was a 3 month period (in-game) where the characters were basically just laying low. Our DM ruled that all the warrior types could train with the weapons master and gain proficiency with one exotic weapon. Not really game breaking, as there is no immediate use for it (we didn't have a new exotic weapon for someone to become proficient with), but it gives those characters another option should the situation come up. My feeling is that if you're giving feats or skill points, you should be selecting the specific feat or skill that they gain (to ensure balance) and it should make sense in the context of the adventure as to why they would gain the feat or skill.
Masterfulks

06-21-06, 01:00 PM
I could see giving a weapon prof as a reward.

A feat would probably depend on the feat. I certainly wouldnt just open it up and say "pick an extra feat".

I like to give houses and land to pc's when able. I think it gives them a little bit of a stake in the area.

If someone breaks into their house, they are going to be all over trying to find out who.

I give out reduced prices on some items, and the ability to get more things crafted once they establish a relationship with the merchant.

Although one guy wanted an "arrow of wizard slaying" made....
Elendur

06-21-06, 01:10 PM
For military campaigns, Heroes of Battle has a system of promotion points that's pretty interesting.

Also teamwork benefits (as discussed in DMG II, PHB II, and HoB) could be used as rewards.
Teh_Darkness

06-21-06, 01:15 PM
One thing I have been throwing around in my head for a reward to possibly those rogueish types is based on a city that has a secret underground thieves road of sorts.

What it offers is quick access in and out of the city free of guard checkpoints and and also yields some nifty little perks such as blackmarket items and information that no ordinary player would have access too..

Giving a rogue access to this road would probably tickle his fancy and make him feel special from the other players especially if the rogue player is the only player that knows about this secret road.

I think it makes a good reward for a player in that it isnt overpowered but really does give the player a plethora of options in that city. However one drawback is that this reward is localized and the player wouldnt have access to the thieves road outside of that particular town.
Rickiel

06-21-06, 01:24 PM
A boat.

That's right, a regular galleon!

With it, the adventurers can really explore the world!!!

Or at least as a side effect encourage Jack Sparrow attempts at humor and conquests.
pres_man

06-21-06, 01:25 PM
I once gave all PCs that made their checks for sea-sickness and what have you, one rank of profession(sailor) during part of a sea campaign. This was to represent the various skills and terminology they picked up by interacting with the crew. Though few actually ever used the skill, most seemed to like it as something unusual.
zama202

06-21-06, 01:35 PM
PHBII faction rules provides a framework for giving bonuses to PCs as rewards. It's a bit more balanced than flat-out giving free skill ranks or feats.

.z
Arganis

06-21-06, 01:40 PM
Also teamwork benefits (as discussed in DMG II, PHB II, and HoB) could be used as rewards.

Good call!

PHBII faction rules provides a framework for giving bonuses to PCs as rewards. It's a bit more balanced than flat-out giving free skill ranks or feats.

.z

Affiliations. Also a good call. I of course know you meant Affiliations, not the term used in the MMO community for the self-same concept :D
stargate525

06-21-06, 01:43 PM
the skills won't be random of course, and there won't just be some magical 'ping' for the reward either. Fo instance, let's say they help the local military outpost with their Orc trouble. I might give them one of these as a reward;

The garrison teaches them advanced tactics vs. Orcs over two weeks, (Favored enemy Humanoid (orc) +1)

500gp

The garrison teaches them the secret of their supreme physical health (toughness over three days, or +1 CON over two weeks)

The Garrison Commander owes them a favor.


obviously, it won't be all of these, and the commander might offer one, several, or none of these. I obviously wouldn't give ranks in Concentration, for instance, in this situation.


I do intend to show them the teamwork benefits, as those look cool.
Tusz

06-21-06, 01:52 PM
I second the idea for extra skill points or feats, but within reason. You could give them a point or two in a profession/craft/knowledge skill for flavor, or a free +2/+2 skill feat (negotiator et al) or toughness might work, as said before. If you're feeling especially generous, and it fits in with the task the PCs completed, a feat like Leadership may be in order.

RP rewards are also nice, and they can be quantified in certain ways to make sure it's fair to all the PCs. Honor and reputation systems were mentioned earlier, but a bonus contact (http://www.d20srd.org/srd/variant/campaigns/contacts.htm) might also work, if you use that variant.

The affiliations system in PHBII puts some thought into this kind of reward, and gives a good way for characters to be integrated into an organization in your setting.

Medals or Key-to-the-city style items can be cool rewards that give the PCs a sense of achievement, especially if you describe their interactions with NPCs right. A barkeep barely acknowledges a PC's presense until he notices the Gold Shield of Heironeous medal on his shirt. Suddenly, it's all smiles and would-you-like-a-drink-on-the-house-Sir.
OravennasBrother

06-21-06, 02:37 PM
I might give them one of these as a reward;

The garrison teaches them the secret of their supreme physical health (toughness over three days, or +1 CON over two weeks)

The +1 Con is definitely the "strongest" of the rewards. In general I regard +1 on an attribute as better than any feat. This is reflected by the gaining of one feat every 3 character levels but +1 to an attribute only every 4.
snowlynx

06-21-06, 02:57 PM
Magical badges: Complete adventurer introduced some badges (I think they take up the space of an amulet) with some magical effects on them. I had the king give these to the players as marks of honor for a game. Within that country, they might confer additional bonuses as well (because anyone who sees the badge knows you've done a heroic deed for the kingdom.) Okay, this is an item, but because it represents something else, it's useful for the roleplaying aspect too.

Spiffy mount: Use with caution- I can't imagine something like a pegasus willingly being traded- but an individual with access to a 'superior' breeding stock of some sort of riding creature might offer some of the best of the breeding stock in the stable. (These might be 'advanced' animals or something, for example a horse with advanced hit dice.)

A cohort: Not always a good thing, but meh...someone like a knight might want a squire to help with their armor; perhaps the party awarding the squire could also send funds to help pay for the cohort.

A song in their honor/ a statue in their honor: This isn't something the players carry with them, but hey, it's neat to be walking through a town and see something dedicated to them, or hear people singing about them, right?

Permanent Spells: If the reward is coming from someone with the ability to use permancy/wish or access to someone with spells like permanency or wish, this is an awesome reward, but I'd imagine they'd have to do something spectacular to get wish spells. Wish has the secondary nice affect of letting your characters choose what they want instead of having to deal with whatever they get.

Marriage into nobility: This is considered a 'reward' (I give you the my daughter, the princess', hand in marriage) but I'm not certain that most characters will like it. It might lead into an interesting story (How does one say no to someone who outranks them?)

The key to not going overboard is to make the rewards correct for their level and rank, right? Third level characters should not be getting wish spells or legendary horses (MMII). People who have already been made high lords of some kingdom are not going to think much of the marriage to the minor noble's daughter (unless they already liked her.)
stargate525

06-21-06, 03:55 PM
The +1 Con is definitely the "strongest" of the rewards. In general I regard +1 on an attribute as better than any feat. This is reflected by the gaining of one feat every 3 character levels but +1 to an attribute only every 4.
hence the two-week downtime. I might bump that to three weeks, and note that is three weeks they aren't doing anything, not gaining levels, whatever.
zama202

06-21-06, 07:01 PM
Spiffy mount: Use with caution- I can't imagine something like a pegasus willingly being traded- but an individual with access to a 'superior' breeding stock of some sort of riding creature might offer some of the best of the breeding stock in the stable. (These might be 'advanced' animals or something, for example a horse with advanced hit dice.)

Agreed. Don't estimate this one, players dig having exceptional mounts. "She is of the lineage of Aethelrod. Their blood has been blessed ever since the Druid of the Gray Wold "borrowed" Aethelrod to hunt down Islrik the Black. A hardier horse you will likely never see - she will carry you to the edge of the world without complaint." Standard horse, +2 Con, Endurance feat bonus increased from +4 to +6. Negligible impact on power level, but makes a big impression on the players especially when NPCs who know even a little about horses are always complementing it.

.z
Voldar_Mecorthio

06-21-06, 07:02 PM
You could use rank and decorations. (from Heros of Battle)
pierow37

06-21-06, 07:52 PM
I have a wood shop, and in it is A LOT of tools. I've made rings for people before, and was thinking abou making an amulet in real life, to let the players have. Paint it well and stuff, or even make a +2 longsword in real life! I never did that but always wanted to.

What i have done is make a trap in real life, have the wire and everything and demonstrate how it works. All of my PC's get a kick out of that! they all gather around and it just increases the imagination and visualation of the PC's brain. This is always a plus!
Elendur

06-22-06, 05:22 PM
Physical props are always good. When I came back from Marti Gras a few years back I flung beads to players who roleplayed well, rolled 20's, took risks, etc. Craziness ensued!
stargate525

06-22-06, 05:40 PM
I have a wood shop, and in it is A LOT of tools. I've made rings for people before, and was thinking abou making an amulet in real life, to let the players have. Paint it well and stuff, or even make a +2 longsword in real life! I never did that but always wanted to.
Good luck with that, swords are hard as hell to make.

I like the idea of real rewards though, I might do that for something extreme.
obsoletehero

06-22-06, 09:52 PM
I've found that the +2/+2 feats are great rewards at the end of a good story arc, where you give the players a few options for their characters based on what skills they used alot through the sessions.

also, i played in a game once where the group did a service for an Archon of one of the gods (that's what the dm called him, he wasn't a celestial, just a very high level cleric) while he was incapacitated, and granted us the choice of one of the saving throw feats (lightning reflexes, greater fortitude, iron will). all of us players liked it and felt it was a nice, unusual reward, and it didn't really seem to unbalance the game at all either.
ShadowDragon8685

06-22-06, 11:09 PM
Personally, I say go with unique mounts. Look into real-life breeds and decide where to go from there - decide that generic horses are just that, generic and altogether not that good. Then take a step up - the fine Arabian will get where you need to go, whether that be charging into battle or just riding down to the pub for a drink. A hardy, sturdy horse with a strong back and strong legs.

Or the Apaloosa, the light war-horse that carried Souix Braves into battle with General George Armstrong Custer and whooped his ass. Light, agile, swift and friendly, these horses won't bear your armored warriors, but for your light combatants and mages cannot be beaten.
Reversefigure4

06-23-06, 01:41 AM
There's a thread called 1001 minor magical items around here somewhere (sorry, haven't got a link). It contains interesting and creative items that most PCs could find a use for, and would want, but most of them aren't combat related or game breaking.
Lord Gwydion

06-23-06, 02:39 AM
When giving "Titles" remember that there may well be government posts/offices that the PCs could fill, rather than simply starting them at Knight, and moving up through the standard feudal nobility.

Town Magistrate, Sheriff, Assayer, Prefect, Assemblyman, Warden, etc.

Give them a title, some responsibilities, and a stipend to go with it (and maybe some shiny medals as well!). It's also a good way to offer them adventure hooks. They're more likely to try to stop the carrion crawlers that have infested the town's grain warehouse of they're the people in charge of keeping the town stocked for potential sieges.
Denihilist

06-23-06, 06:04 PM
My players are somewhat limited at the beginning of a campaign with regard to what suppliments they have access to, so I treat suppliments/splatbooks/etc. as if they are legendary books which the players find in treasure hordes. Finding the books, opens the option for the player to access items, feats, etc from that book, making them unique as characters, and possibly creating plot hooks (after all, what BBEG who finds out a lost tome of knowledge called "Tome and Blood" has resurfaced, bringing with it ancient knowledge and secrets wouldn't try to find it? What Mage school wouldn't want to copy it?) Options for money, fame, etc abound with this concept.
Evandar_TAybara

06-23-06, 06:43 PM
In the campaign I am running, I had a massive creature the group fought go into explosive death throes spurting the entire party with its blood as it went down. As it seeped through their clothing and armour, and began crawling its way through their skin and into their blood, draining Strength and Constitution as it did so, you should have seen the look on their faces.
However, when the group recovered from these ill effects to realise that being bathed in this creature's blood had toughened up their skin (+2 natural armour), they were all quite chuffed.
It was nice to be able to hand something out for once that was neither magic or money, and was the equivalent treasure value (a bunch of +2 amulets of natural armour) to what should have been the creature's hoard.

Just an idea, but I'm sure this method could be adapted for lots of different things, and it works well in a low magic campaign to keep the PCs at the correct power level for dealing with CRs of their level.

Evan.
Yarael

06-23-06, 07:02 PM
Recently my players a had a 3 month down time in Sharn after finding a lost schema. They are all in the 4-6 level range, and I wanted to encourage interaction with local orginizations and Houses. Everyone of the characters have been a given a choice to join at least one House or organization (usually two, one of them already had a strong connection to a House.) Most of their choices also overlap with prestige classes they have expressed interest in. After joining whichever the group, they have an intensive training regimen. At the end of the training they get to do decide a couple of things. One involves ability score, and the other involves feats.

The first thing they chose is add points to their existing ability scores. They can choose to add 3 points in any combination to their three lowest abilitiy score, two in any combination to their second and third highest scores, or 1 to their highest score. Before everyone protest that his is too powerful, all the charcters were originally built on the 28 point character buy. This reward essentially ups their point buy to 31. It also allowed a couple charcters to rectify some problem their choices had created during character creation. Thus the shifter ranger now has a Con of 12 instead of 10.

The other reward they got was a choice between four feats. One was Skill Focus with the limitation it had to be skill that made sense for the organization they joined. The next was Open-Minded (with the same limitation). Third was Versatile (choice of any two skills to become permanent class skills). The last was a specific feat choice chosen by me that exemplified the organization. So far all the PCs have chosen the feat that exemplified their orginization. The atavist got iron will, the reach runner got dash, and the master inquisitive got investigator. The most powerful feat on the list is probably Versatile (from the Rokugan campaign seeting), and none of them have even been tempted by it.

I probably should have broken up the trainihg sessions and given the benefits on seperate occasions, but the campaiogn is going to kick into high gear and there will be little time for training in the immediate future. I don't intend to let the PC's train again, so these rewards are one shots. I felt it was a good way to "introduce" each PC into their prestige class.

In the future, I intend to kill off an NPC (Flamewind) they have come to know and have that her become a gaurdian spirit (or whatever they are called) from the DMG II. Just to mix it up a bit.

[edited for clarity]
Toloran

06-23-06, 07:08 PM
(note: Excuse me if this is a "Duh!" suggestion)

One of the things i've found is that players and DMs alike rarely take advantage of is spellbooks. The most I generally see happen is a player finds/earns/steals a blank spellbook which they eventually just sell to an NPC for money.

However, they often forget that wizards can learn new spells from spellbooks. Don't want to reward the wizard in your group with new gear? Give him new spells! Even if your group doesn't have a wizard (or other caster that uses spellbooks), there is probably a wizard SOMEWHERE in your campaigns world that wants it and (hopefully) will pay good money for the spells inside of it.

Combining this with non-standard spellbooks (take a peak into complete arcane, there is a nice section on custom spellbooks there), you can get some interesting, non-standard loot.
Ekranoplan

06-24-06, 12:41 AM
http://boards1.wizards.com/showthread.php?t=332918

This thread has alot of usefull and original items that can be used for rewards.


I am also a strong proponent of using some of the more powerfull arcane spells (and the oppurtunity to research them) as a reward, and not something that is just simply avaiable.
Furious D 18

06-24-06, 09:48 AM
Read this post concerning rewards. Note: it will reference a character in the DM's solo-campaign.
Special Rewards according to Oakspar77777 (http://boards1.wizards.com/showpost.php?p=6892642&postcount=40)

By the way, if you haven't checked out Oakspar77777's thread, Lessons from DMing with my GF (http://boards1.wizards.com/showthread.php?t=471897), I highly recommend it.
Heros_Backpack

06-25-06, 04:28 PM
Talking about using spellbooks as rewards, I've known many wizards (especially low level ones) who would just love to be rewarded with a new spell to go in their own spellbook.
Sae Cael Oanar

06-25-06, 09:16 PM
im all for giving them those feats that no one would ever choose but might actually be nice to have. you know the ones im talking about.