| Post/Author/DateTime | Post |
|---|---|
| #1misterfido_dupMay 13, 2008 22:17:01 | I was thinking, when my 4th edition campaign kicks off, I wanted to try a new house rule right away. Based off achievements from Team Fortress 2 (and other games in general), they are wacky--and sometimes dangerous--difficult to achieve goals which are not related to any story or fight, and provide bonuses if enough are acquired. Tracked on a player-by-player basis, or perhaps for the entire party. I wanted some input on whether this idea sounds interesting and, more importantly, what some achievements people would find entertaining to add to my list ![]() Anyway, here are some of the ideas I've had: Elementary, Dear Watson: Deduce the Dungeon Master's next plot twist with little or no evidence to back up your claim. Orion's Belt: Hand over a plot-critical device or artifact to a villain, regardless of whether you realize its importance. Never Tell Me The Odds: Defeat an encounter which, by any normal measure, should have been a total party kill. I Seem To Have Taken A Bad Step: Have a player character die off due to a poorly rolled skill check or saving throw in a non-dangerous situation, such as climbing a ladder, reading a scroll or swimming in a still pond. Hello, My Name Is Inigo Montoya: Successfully insert a quote from a famous movie into the game, without having it appear forced or discontinuous. Not probable: Roll 3 Natural 1s in a row. Incidentally, each of these has already taken place in various campaigns--I'm looking for any more funny, memorable, or interesting accomplishments, good or bad, your players have completed. |
| #2OneWinged4ngelMay 14, 2008 0:43:58 | While I rather like the idea, I wouldn't advise making, you know, half of your achievements result from stupidity and failure. ![]() |
| #3deklavarMay 30, 2008 15:51:48 | Nah, definitely gives them more incentive to not do stupid things. Especially if you have the reason why they got the achievements in the first place. Might also allow them to actually remember not to do the same thing again. |