With the system I use, the party can only call upon one ally of each type per adventure. So if Player A calls upon his combat ally, then no other player can. They need to strategize together to decide who has the most appropriate ally for every situation. I implement RP reasons for why the other allies can't help at the moment.Drake the Dragonheart said:What the heck would you do if you already had a large group, and they all wanted to cash in for allies? Especially if they all wanted to cash in for combat allies? You would be looking at the party being an army, not a party, and that could be a nightmare to run in combat! I have one game where I could possibly run into a similar problem. I have had around 10 so different people play this game at one point or another. Thing is it is usually 2-3 people myself not included. Many of the characters have leadership, or the player has a second character, and at least one player has both 2 characters and one of which has leadership.
So are the allies limited to only being able to get involved in events when someone has a point to cash in? I can see that becoming a problem when, for example, you know of an army threatening the Duke's land, it would make sense for the characters to go see him and get his help in removing the threat, and they couldn't for metagame reasons.Rhykker said:With the system I use, the party can only call upon one ally of each type per adventure. So if Player A calls upon his combat ally, then no other player can. They need to strategize together to decide who has the most appropriate ally for every situation. I implement RP reasons for why the other allies can't help at the moment.
Modules I've read generally have solutions for this, including rewards for skill checks such as trap disarming and persuasion. While I feel Paizo doesn't understand the term "balance," their modules are fairly creativee and I've stolen quite a few ideas.castlewise said:To go along with this I have abandoned using XP altogether. I give out levels now based on milestones and accomplished tasks. For example, my party will automatically get a level after coming back alive from Torg's Dungeon after (or maybe not) accomplishing their goal. This is useful for a bunch of reasons.
1. It rewards completing tasks using non-combat techniques. Rogues feel bad when they sneak past an enemy and are worse off for it because they didn't earn any xp. Bards feel bad when they talk down the Duke and his guards and are worse off for it because they didn't earn any xp.
2. Levels always happen at the end of sessions (by design) and managing balance is much easier.
3. It works well for group where people come and go. Someone at a certain stage of the adventure is always level x.
First off, I LOVE your option c). I love systems that encourage creative thinking, as this does.Thunderous Cacophony said:So are the allies limited to only being able to get involved in events when someone has a point to cash in? I can see that becoming a problem when, for example, you know of an army threatening the Duke's land, it would make sense for the characters to go see him and get his help in removing the threat, and they couldn't for metagame reasons.Rhykker said:With the system I use, the party can only call upon one ally of each type per adventure. So if Player A calls upon his combat ally, then no other player can. They need to strategize together to decide who has the most appropriate ally for every situation. I implement RP reasons for why the other allies can't help at the moment.
Anyways, a neat system, and I may take parts of it. I have an expanded form of Action Points I use (which are rewarded more frequently than the book suggests). You can use them to:
a) gain another standard action in combat
b) get a +4 on your roll (though I might change that for the random buffs you use; would you be willing to upload your table so I could see the distrubution?)
c) Have something of value in your pack. Especially in D&D, where everything is so carefully mapped out, it's nice to cash in a point and declare that you do have a length of iron chain stashed away, or a nice suit for a fancy dress party, or just about any other non-magical item.
Thanks for explaining and uploading that chart. I peeked at the other tabs, and I have to say I laughed when I saw the "Incentives" offering wads of bonus points for updating the wiki; I've looked at Obsidian Portal, but I haven't used it because I know how hard it is to get a biweekly recap out of players (or me, for that matter), let alone an ongoing, up-to-date wiki.Rhykker said:snip
Hahah, yeah I was applying the same evil psychological tactics that Steam uses for get people to buy games. Our campaign wiki [http://drethdor.wikidot.com/] is basically entirely player-run, actually. I would just add the news and trivia articles on the main page, but otherwise, all the content is theirs. I wanted the content to be written from their point of view, not mine.Thunderous Cacophony said:Thanks for explaining and uploading that chart. I peeked at the other tabs, and I have to say I laughed when I saw the "Incentives" offering wads of bonus points for updating the wiki; I've looked at Obsidian Portal, but I haven't used it because I know how hard it is to get a biweekly recap out of players (or me, for that matter), let alone an ongoing, up-to-date wiki.Rhykker said:snip
If there was risk and a chance of failure to bypass the enemy, you should still get XP for it. You still encountered the enemy, he just didn't know it.Nieroshai said:Modules I've read generally have solutions for this, including rewards for skill checks such as trap disarming and persuasion. While I feel Paizo doesn't understand the term "balance," their modules are fairly creativee and I've stolen quite a few ideas.castlewise said:Rogues feel bad when they sneak past an enemy and are worse off for it because they didn't earn any xp. Bards feel bad when they talk down the Duke and his guards and are worse off for it because they didn't earn any xp.
I would probably base such a reward on the perception of the enemy then. If it's easy to do, it doesn't earn much reward. But if you have to be a fucking ninja to escape, you need a reward.J.McMillen said:If there was risk and a chance of failure to bypass the enemy, you should still get XP for it. You still encountered the enemy, he just didn't know it.Nieroshai said:Modules I've read generally have solutions for this, including rewards for skill checks such as trap disarming and persuasion. While I feel Paizo doesn't understand the term "balance," their modules are fairly creativee and I've stolen quite a few ideas.castlewise said:Rogues feel bad when they sneak past an enemy and are worse off for it because they didn't earn any xp. Bards feel bad when they talk down the Duke and his guards and are worse off for it because they didn't earn any xp.