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Second answer: this is where I've been a little lazy, I've formulated that a player character can get Tanj points from their rexpective God/Goddess/Church/Belief as a reward. But ultimately, that got so scarce that I started rewarding players with Tanj points when they managed to roll a "01" on the D100 when using skills etc. So, the lucky ones got even luckier (this system can definetly be improved). Erik Brickman.
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"I intend to live forever, or die trying" - Groucho Marx |
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In my RQ game, I have allowed Hero Points as used in HeroQuest.
They allow the following; 1. Bump up the success level of a roll (once). 2. A re-roll. 3. Buy 10+ base chance in a skill at nil. 4. 1HP is equivalent to 1week of training. Players can save them up and training can happen in the background rather than during the game. 5. Regain D6+6 hit points. 6. Anything else that might seem appropriate at time. 7. Change story a little. It's working ok but needs refining.
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BRP 115 of 420 |
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It they are "Luck" points I would see them as being independent of role-playing. If they are "Hero" points then I would see them being acquired through heroic actions. If they are "Fate" points then I could see them being handled out by the GM per his own criteria.
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Got Puppet? |
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One of the things one has to keep in mind for this sort of mechanic is that, barring unusual settings, its not an in-character resource; that is, the PCs don't know from anything about "spending luck" or the like. As such one of the things the GM has to keep in mind is that even when he's given the resource to an NPC, using it is entirely at his discretion, and its not playing the character badly not to use it when the GM thinks it would be better not to, because the character, in character, doesn't have any control over it. Its functionally a metagame resource (though sometimes with some in-game rationale).
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