Saturday, August 19, 2006

Player Rewards

I haven't died! Yay!

Sorry for the delay in posts, it has been a busy couple of weeks.

Let's get down to business. The topic for today is the various rewards DMs give to the characters (or players depending on how you look at it). This is kind of a post for newbies, but I think veteran DMs could benefit from a reminder. There are a few basic, classic, and plentiful rewards:
  • Gold- Money makes the world go 'round, and it makes adventuring a lot easier when you can afford that +5 vorpal greatsword or that staff of fire (I sure do loves me my fireballs). Money is a necessary staple in a campaign for a number of reasons. First, it's versatile, it can be used for all sorts of things that you couldn't (or shouldn't) normally put in a treasure hoard (horses, rooms at the inn, favors from local wizards, etc.). Also, it allows players to customize their equipment easier rather than relying on whatever they may find randomly. There are a few problems with money. The biggest of these is that it's rather boring. "You step past the dead husk of a dragon and into his treasure room. There you find 32,150,983,406,436,436π gold pieces." Whoopee.... Ok, granted, I love to find a mountain of coins every once in a while, but you can't do that every time. This leads to the next problem however, how the hell do you carry all that cash? Especially in high-level campaigns, it can take a lot of dough to purchase those spiffy items you really want, and it'll take all your strength just to lug the stuff around until you find somewhere to shop. Thus, the final problem: what if you can't find anyone selling something you want or need? At higher levels, not many people can make equipment that will actually help you. Let's move on.

  • Loot- This is where you can cut out the middle-man. If you know your rogue would really want some boots of elvenkind, you can just slip it into the random treasure for them. This is also where you can introduce your own magic items and other trinkets that the players may really like but have not thought about. There are also a few problems here. First, the players may not want what you give them. If this happens they have a couple choices: leave it and then it is as if it didn't exist and they wind up with less reward or sell it for a fraction of what it's worth and they are still left with less reward (from a numbers stand-point). Also, if you provide them with everything they want, then they're not going to need money as much and it becomes less of a reward to get that mountain of coins. So it requires some balance here.

  • Experience- This is a tricky one, especially because XP is used for more than leveling. On the plus side, XP is a good reward because it can be given spontaneously. If a player is roleplaying particularly well then give them some XP, right then and there (a good rule of thumb I've come across is to give 10XP per character level for an instance good roleplaying). The downside is that this can unbalance a party if it's not watched closely. It can be a way to help characters who make magic items or cast spells with XP components, but at the same time it makes those abilities a lot more powerful when they know they can make up their XP loss with a little acting. On top of all that, it's a very subjective call. Be prepared for your players to complain of favortism and the like.
So those are the basics. "What else could there be?" You may ask. You may not. That's not the issue. The point is there are alternatives! Don't get me wrong, the basics are essential and can make for a very enjoyable game on their own. But, if you are able to keep track of your party's balance pretty well, and want to give your players unique and special rewards there are some things you could throw out there.
  • Skill ranks- This is a pretty light reward if you don't go overboard with it. Every once in a while this makes for a nice little surprise reward. Usually, there needs to be a direct roleplay component to this. Say, for instance, your ranger character spends a week chatting with a local huntsman. You could decide to grant the ranger a rank in survival or knowledge (nature), depending on the specific topics of discussion, for good roleplaying and staying in character (this is assuming the ranger did an exemplary job in this fashion). You can also get very specific with this reward to make it less able to unbalance the characters. Maybe the bonus rank only applies to the terrain type the huntsman is familiar with or even only to the surrounding area (this makes the reward more and more like a simple circumstance bonus as it's restricted).

  • Feats- Yes, you can give feats as rewards. This can be like the skill rank reward if the feat you give is one of those that gives bonuses to skills (e.g. Stealthy or Athletic) but it is quite a bit more powerful. These are, of course, to be given less often than even skill ranks and usually for a significant accomplishment (you may also want to give them less in the way of other rewards to compensate). Feats and skills are good alternatives to the traditional rewards because they're permanent and can't be taken away. The first time you're arrested and stripped of your equipment, you may lose your precious dragon scale armor forever (after all, the captain of the guards could really use that armor), but no one can take away your animal affinity. So let's say you just put your party up against an entire army of displacer beasts, invisible stalkers, or drow (who made good use of their darkness ability). Would it be out of the question to award the blind-fight feat to a couple of the characters that have plenty of experience fighting unseen opponents by now (sure they could've used it earlier, but no one said you're done throwing invisible creatures at them hehehe). This adds a bit of realism and makes the characters seem more like growing people. The problem with these is that they're hard to balance. Some feats are more useful than others, and the same feat isn't as useful to one character as it is to another. So it's a little hard to balance feat rewards.

  • Spell-like abilities and other stuff- This is the catch-all category. You can pretty much put anything you want in here. Fireballs at will, wings, resistances, immunities, special abilities (like evasion) whatever. The problems with these I think are fairly obvious. They can be extremely powerful or unbalancing and it can sometimes blur the lines between classes. Now, being able to cast prestidigitation at will isn't quite the same as being able to cast flame strike at will so there is a range to the power presented here. These rewards I think should be given maybe once or twice to a character in a campaign. Any more and it becomes less special (or the players start expecting it). But if you do hand out one out of the blue, the player is probably going to be especially pleased and surprised, and the character will take on a whole new level of uniqueness (c'mon, casting prestidigitation at will, how cool is that? little magical effects going off all around you, all the time).
Ok, I hope that gives someone an idea for some unexpected and unique rewards for their players. Remember, changing things up and keeping your players on their toes helps to add to the experience. New is good. Try it out. And with that out of the way I leave you with this thought:

It's hot in Topeka.

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2 Comments:

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Anonymous Anonymous said...

Bunny slippers! Kenzie wants bunny slippers! Think our illustrious DM would fork those over as a reward?

Excellent post, Jono! Now to get our DMs .. both of them .. to read it. :)

8/19/2006 10:28:00 PM  
Blogger Jono said...

Just for the record (if our DMs do actually read this), this is a general commentary, not directed at you at all. :) Although prestidigitation at will would be awesome.

8/19/2006 10:30:00 PM  

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