| Post/Author/DateTime | Post |
|---|---|
| #1aleskAug 09, 2009 9:39:47 | Hi, I'm trying to find a PDF of the 3.5 Reward Cards, any chance that exists? |
| #2kenobi65Aug 09, 2009 11:39:01 | RPGA never released any of the 3.5 reward cards in PDF format, so, any PDF you might find would be a pirated version. (Also, there were literally hundreds of 3E/3.5 Player Reward cards...they used to release 3 sets per year, with 12 or so in each set.) |
| #3zombiegleemaxAug 09, 2009 14:19:31 | And really, why would you want them? They are for a non-supported RPGA format now after all. |
| #4aleskAug 09, 2009 15:50:50 | I agree, but I am still playing 3.5 edition ... so it might be fun to use. |
| #5zombiegleemaxAug 09, 2009 23:02:56 | You do realize that most of the v3.5 rewards cards, much like the 4e cards, are just permission slips to use stuff in a RPGA event that nobody stops you from using at home, right? |
| #6AlphastreamAug 10, 2009 15:08:27 | Most home games run better without such things. If considering something for a home game, you may want to look at: - effects that are random within categories. For example, within healing, it could be regaining a few HPs, gaining temps, gaining a defensive bonus, gaining a surge, etc. Within combat it might be a bonus to hit, gaining CA, refreshing OAs, etc. You would combine this with some way these are awarded, such as for very fun play, good RP. - Something like the cool Spycraft system, where good RP and sweet moves gain you something resembling a token you can cash in for one of several things (the most common being a die rolled and added to another roll, with the die scaling by level)... but, the GM also gains a token and can use it for a monster in similar fashion. - rewards that basically enable atypical play, such as swinging on chandeliers, jumping on a shield to surf down the stairs, etc. Reward card type bonuses can be too much in home play, but they can help bring out-of-the-box thinking if the rules are right. |
| #7KarmaInfernoAug 11, 2009 8:01:08 | Just give out re-roll tokens or something. My old home game, at the beginning of a session you'd get three poker chips. You could spend them on a +2 to a check before you rolled, re-rolls after a roll, to auto-stabilize, or whatever the DM thought was appropriate/amusing. One token allowed in any given encounter. A little later on the idea of spending a token "for awesome" popped up. You'd declare an action, and spend the token while doing it. If you succeeded, the action would have greater effects than normal, as decided by the GM. "I'm going to jump down from the top of the wall onto those guards. Spending a token For Awesome while I'm at it." -karma |