| Post/Author/DateTime | Post |
|---|---|
| #1SnoozeJun 18, 2008 21:17:09 | Sorry for the previous blank posts - the board has not been cooperating. Anyway, something I did when I ran 3.5 Eberron was hand out bonus Action Points as small rewards for exceptional play. If a player did something particularly good - interesting role play, a brilliant tactical maneuver, or a creative solution to an out of combat encounter - I would reward that player with a bonus action point. This was a nice small, on-the-spot reward that wasn't terribly unbalancing. It generally only happened about once per session. With 4E the Action Point concept is a little different. They are a little more rare and a little more powerful, making each one more valuable. I'm thinking about continuing this idea anyway though. Any thoughts on this? Too powerful and unbalancing? If so, are there any other nice, small rewards that I might hand out for good play? |
| #2arcadeJun 19, 2008 5:57:25 | If you think an action point is too powerful, you could give them an extra "encounter encountered". This way they would hit a milestone early. This would mean about 1/2 an action point. As for other rewards, you could give them a healing surge. Let them use an additional daily item power. (only applicable at higher levels when their daily item powers outstrip their allowance) That's all I got right now. |
| #3masteraaronJun 19, 2008 15:20:29 | The healing surge idea is good. Also, given the way you describe awarding action points (for particularly clever play), give them an action point that lasts until the end of the next encounter (or the current one, if they earn it during combat). If they don't use it before then, it vanishes. As with other action points, it also goes away if the characters take an extended rest before using it. This prevents any possible hoarding (though, with how regularly action points are available in 4E, that probably won't be a big issue anyway). |