| Post/Author/DateTime | Post |
|---|---|
| #1Xeviat-DMMar 26, 2009 21:37:46 | Hi all. I haven't been here in the Homebrew boards for a long time. I recently began thinking about creating rules tied to the Alignment system that would reward characters for performing good acts (only when those actions are "difficult"), and discourage characters from performing evil acts. I've seen such rules in other systems (World of Darkness had something to model a character's fall to deprivation). I'd like the benefits to be substantial enough that players would want them, but not so big that players feel required to go for them. Again, I only think players should be rewarded for "doing the right thing" when the actions are difficult (putting yourself in danger to save someone, giving your money to charity, admitting that you're guilty to save someone from being punished in your place ...). Any thoughts? |
| #2half_dragon_infernalMar 26, 2009 21:39:58 | I'd recommend rewards in game. The townsfolk seem to like him, he gets express council with the mayor, etc. |
| #3gregt_314Mar 26, 2009 22:39:25 | The default philosophical position of D&D is that goodness is its own reward and evil its own punishment; that's probably the best place to start. Letting them see the consequences of their actions is important. People who they help, or save, or finish quests for should continue being parts of the game, and evolve, and grow. Farmer Bob who they killed some wolves for at level 1 might be Mayor Bob by level 10 and under his guidance the Generic Village has grown from a mud-splattered stinkhole into an idyllic pastoral setting full of tobacco-smoking hobbits. Gibb, the goblin they decided to spare the life of that time, ends up as leader of the local goblins and under his leadership they end their banditry and set up as a successful merchant tribe with trading offices in three kingdoms. Et cetera. The world should, as far as possible, be a direct reflection of the players' actions. |
| #4evilkobraMar 27, 2009 6:45:44 | In our campaign I award "Karma Points" for conspicuous good actions, particularly those which incur in a mechanical disadvantage (e.g. giving money to rescued slaves to get them back on their feet, risking disease by helping out at the sickhouse, etc). Karma Points can be spent to re-roll random "dumb luck" events outside of combat. For instance, whether a given item is available in the shops, weather conditions, etc. As an example, in one recent session the players' plans relied upon spotting a smoke signal across a long distance. The weather had been lousy over the previous days so I told them there was a risk the wind, mist and rain would obscure the signal. I rolled a d20 (higher is better) and the result was '4', so I told them the rain had turned into a full-fledged storm and there was no way the signal could be seen. They then spent a Karma Point to re-roll, and the result was '18'. So I told them that the wind subsided briefly, and as some rays of sunlight pierced the clouds the smoke became visible in the distance. It was... dramatic. I suppose you could do exactly the same with evil actions. Except you award the "Bad Karma Point" to yourself, and you can re-roll a result that was favourable to them. In the above example, you could've tried to turn a nice day into a sudden thunderstorm at the worst possible time, possibly ruining their plans. |
| #5half_dragon_infernalMar 27, 2009 11:19:01 | Personally, I'd just have them get a monetary reward for some other good deed they did equal to what they gave to the slaves, or for the sickhouse, a free item that protects them from disease for an adventure dealing with disease, or things like that. |
| #6skyhoofMar 27, 2009 15:50:05 | The default philosophical position of D&D is that goodness is its own reward and evil its own punishment; that's probably the best place to start. This is the best thing to do in my opinion, and I use it often in my campaigns, sometimes with the consequences reaching on into the next campaign. For example, one NPC, Fang, was a Gnoll ranger and the son of a powerful chieftain, who was chased out for his sense of empathy and compassion. He wandered aimlessly about, seeking acceptance in a world where both sides saw him as an abomination. The PCs, who were lacking a striker at the time, chanced upon him as a random encounter and had him join the group. As they learned more about him, they started to help him, eventually helping him in overthrowing his father and disillusioning the gnolls to Yeenoghu. He left the party to take over, and throughout the rest of the campaign there were hints of a reformation amongst the gnolls. In the next campaign, which was staged some years later, gnolls were not only civil, but a playable race, all thanks to a revolution caused by a gnoll named Fang and his friends. The look of pride on the PCs faces was unimaginable. Just make sure that any lovable eccentrics with a knack for using garbled words stay away from vain pirates. |
| #7Ra-TielMar 27, 2009 18:35:13 | While I like the idea of karma points suggested by EvilKobra, I would introduce another twist into it: I'd give "white karma" for good deeds, and "black karma" for evil deeds. As for using the karma points, you could effectively spend either white or black karma for either good or evil acts, but based on the combination certain side effects occur:
The sideeffects are up to the DM to decide, so while the players are in control on when to call upon fate, it's the DM's call to decide how fate intervenes. ![]() |
| #8crazysamaritanMar 27, 2009 18:42:12 |
Stealing this idea... May make "Karma Points" the same as action points... W/B/R (Red is the book-awarded AP) |