bug: Pages numbered correctly in books/core
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<link rel="stylesheet" href="/css/book-page.css">
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<link rel="stylesheet" href="/css/book-page.css">
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<h1>Rewards</h1>
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<p>Few things can make Players excited as finding treasures and rewards: whether retrieved from the depths of a perilous labyrinth or gifted by a grateful sovereign, these allow our heroes to develop new strategies, purchase expensive equipment, or even work on personal projects and inventions.</p>
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<h2>Handling Out Rewards</h2>
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<p>There are a few guidelines to follow when you reward Player Characters, regardless of how they obtained it. Strictly speaking, you have to worry about two things:</p>
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<p><strong>REWARD FREQUENCY</strong></p>
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<p>On average, the chart is based on the idea that a group will receive approximately one reward per session (as in, every four or five hours of play). This is not a hard rule and more of a guideline: there will be some sessions in which characters do not receive rewards in the form of fancy items, but instead develop connections or retrieve a powerful artifact. That table is there to help you, not to constrain you.</p>
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<h2>CREATING INTERESTING REWARDS</h2>
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<p>Here are a few things you will want to keep in mind when creating rewards:</p>
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<ul>
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<li><strong>The highest Player Character level in your group.</strong> Most of the time, all characters will be of the same level — but some optional rules can change this.</li>
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<li><strong>The number of Player Characters in your group.</strong></li>
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<li><strong>Learn what your Players want.</strong> If you catch a Player saying they’d like a specific item for their character, take notes — you can include that item in a future reward.<br>Consider a Survey or Wishlist, as explained on page 123.</li>
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<li><strong>Items that tell a story.</strong> When placing a given item among the rewards found by the characters, consider what it says about the surrounding area and its inhabitants. Who brought the crystal rod to this shrine? Why did the ancient wyvern guard a ring with no apparent value?</li>
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<li><strong>Here and there.</strong> When the occasion arises and it doesn't feel forced, split your reward into smaller mini-rewards tied to different places, creatures, or threats. The Classic example would be a dungeon with several hidden treasures.</li>
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<li><strong>Foreshadowing.</strong> This is a classic in JRPGs, and something you will either love or hate. What you could do is hand out rewards that will prove useful in future battles, such as a silver talon (page 272) in a dungeon crawling with undead creatures that are Vulnerable to its light damage.</li>
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</ul>
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<p>You can then use the table below to "build" an appropriate reward. The table indicates the average value you should be working with (in zenit), but you can go a bit higher or lower for particularly rich rewards or minor findings; the table also indicates the suggested maximum value of any single item found at a given level range.</p>
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<p>You will find more information about rare items on the next pages.</p>
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<table>
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<thead>
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<tr>
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<th></th>
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<th>Highest PC Level</th>
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<th>Maximum Item Value</th>
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<th>Average Reward</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td>2 PCs</td>
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<td>3 PCs</td>
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<td>4+ PCs</td>
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</tr>
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<tr>
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<td>5+</td>
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<td>500 z</td>
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<td>500 z</td>
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<td>750 z</td>
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</tr>
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<tr>
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<td>10+</td>
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<td>1000 z</td>
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<td>800 z</td>
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<td>1200 z</td>
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</tr>
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<tr>
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<td>20+</td>
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<td>1500 z</td>
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<td>1000 z</td>
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<td>1500 z</td>
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</tr>
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<tr>
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<td>30+</td>
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<td>2000 z</td>
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<td>1600 z</td>
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<td>2400 z</td>
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</tr>
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<tr>
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<td>40+</td>
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<td colspan="3">any 2000 z</td>
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</tr>
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</tbody>
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</table>
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<p><strong>Example:</strong> The average reward for a group of five level 26 characters is 2000 zenit, and no single item should have a value higher than 1500 zenit.</p>
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<p>It is generally better to split the reward budget into a variety of weapons, accessories, shields, armors, and valuables; avoid spending all of it on a single powerful item or handing the heroes a huge pile of coins.</p>
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<p>Adopting this method will surely make your sessions feel more “videogamey”, but it's a matter of taste. Discuss this choice with the rest of your group.</p>
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<h2>ROGUES AND SOUL STEAL</h2>
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<p>Player Characters who put levels in the Rogue Class will likely acquire the Soul Steal Skill, which allows them to extract items from powerful enemies. Items obtained this way are in addition to normal rewards.</p>
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<p>Philip Forlenza (Order #)</p>
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