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Post by Adminenkainen on Nov 13, 2015 17:58:22 GMT
I've been grappling lately with the issue of XP for trophies and tying it to Alignment. Specifically, my concern is that Lawful Heroes should be less interested in looting trophies and more interested in collecting rewards, while Chaotic heroes should be more interested in looting trophies and less interested in collecting rewards.
I currently have this tied to saving throws vs. plot, to try to guide Hero activity. But it's a tricky way to guide it. If a player with a Lawful Hero really wants to loot a trophy badly enough, he could technically just keep trying to pass that saving throw until he succeeded. The converse is true for Chaotics and rewards.
And the truth is, I never enforce this in my games. I usually just let the players decide if looting trophies or collecting rewards is their focus. But I'm still concerned that, at least officially, there should be some mechanism in place from stopping advancement from happening too quickly by both looting and reward-taking.
What I'm considering right now is tying xp awarded directly into Alignment, in the following fashion:
XP from looted trophies: for Lawful Heroes - $3 value = 1 XP for Neutral Heroes - $2 value = 1 XP for Chaotic Heroes - $1 value = 1 XP
XP from rewards: for Lawful Heroes - $1 value = 1 XP for Neutral Heroes - $2 value = 1 XP for Chaotic Heroes - $3 value = 1 XP
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Post by order99 on Nov 17, 2015 7:11:54 GMT
If you want to tie XP for monetary gains to Alignment, I have a possible alternative: 1)Lawful Heroes may gain 1 XP per dollar for monies gained from Rewards, but also have the option of Looting from Mobsters. Looted money gains no XP (it wasn't 'earned') but may either be spent selfishly...or Donated to various causes and/or charities for a Good Deed XP award. 2)Chaotic Heroes gain 1 XP per dollar from monies seized, but not from Rewards ( 'gifts' do not prove one's superiority ) yet Rewards may be spent as desired or used as a Good Deed donation as per the Lawful Hero above. 3)Neutral Heroes gain XP from both Rewards and seized monies, but at only 1 XP per two dollars (and may likewise donate as per the other Heroes). Powerful Trophies of the Mad Science or Mystic bent should not be left lying around to endanger poor Joe and Jane Citizen-Heroes of any Alignment gain an XP bonus equal to the 'value' of the Trophy upon destroying it... or they can keep it, possibly expanding their effectiveness as Crimefighters or even setting up future Good Deeds (using the Purple Healing Ray on a blind WWI Vet, using the Brazier of Elemental Control to build that new road for the City Council in record time and for free, etc). Naturally the more mundane Trophies may be safely donated-and doesn't it just warm your heart to let that young Newsboy-who helps support his family-have that new three-speed bike?
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Post by Adminenkainen on Nov 17, 2015 18:49:48 GMT
That's a huge improvement, Order. I'll use that in 2nd ed., if you don't mind my borrowing it.
One of the dangers of how fun rules tweaking is that you can go too far and create rules that look elegant, but have no increased play value. I have to be reminded sometimes to keep it simple.
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Post by order99 on Nov 19, 2015 4:33:30 GMT
Borrow away, you're the one who did all the heavy lifting by creating H&H in the first place! Anything I may post here that might assist you in this or any project-consider it yours. Also, I feel your pain regarding Rules tweaks-sometimes I get lucky and either do no harm or even improve something, and sometimes the angry mob storms my castle with the pitchforks and torches...
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