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drawingfreak
2010-10-21, 10:08 AM
I was thinking about adding something of an achievement system into our 4e game. You see, our group barely manages to meet once biweekly and character progression seems slow to them. I'm already doubling experience gain, so I need something a little more.

I understand that the weekly D&D Encounters scenarios have something similar to an achievement system with their Renown. I have picked a few from the list they have, but I feel it needs to be filled with more options. These Achievements would be no more than 50xp to 100xp. Frequency will be once or twice every Session or Quest.

I currently have:
Party Achievements
{table]Name|Experience|Frequency
Reach a Milestone|100|2/Quest[/table]
Individual Achievements
{table]Name|Experience|Frequency
Moment of Greatness|100|1/Session
Stabilize a Dying PC Ally|50|1/Session
Hit For 15+ Damage Against 1 Enemy|50|1/Session
Kill 3 Minions in 1 Attack|50|1/Session[/table]

Oracle_Hunter
2010-10-21, 10:16 AM
Or you could just stop tracking XP and level them at a more appropriate rate.

It's what I do - I only use XP as a way to balance Encounters these days.

Sipex
2010-10-21, 10:18 AM
Our group uses Achievements and my players love them. They have experience values attached to them but mainly they're added so players can have a different kind of fun in the game.

I can list them if you'd like.

edit: To clarify, ours are more along the lines of traditional achievements, where you 'ding' them once and get the XP for it. That said, they grant more XP than yours and their XP scales with level (as 100xp becomes fairly useless after a bit).

XP totals are based on minion XP of that level, so an achievement might be worth...say, 1 minion worth of XP. This makes it easy to scale.

drawingfreak
2010-10-21, 10:33 AM
Our group uses Achievements and my players love them. They have experience values attached to them but mainly they're added so players can have a different kind of fun in the game.

I can list them if you'd like.

edit: To clarify, ours are more along the lines of traditional achievements, where you 'ding' them once and get the XP for it. That said, they grant more XP than yours and their XP scales with level (as 100xp becomes fairly useless after a bit).

XP totals are based on minion XP of that level, so an achievement might be worth...say, 1 minion worth of XP. This makes it easy to scale.
I am more than interested.

Kurald Galain
2010-10-21, 10:34 AM
For inspiration. (http://armorgames.com/play/2893/achievement-unlocked)

Project_Mayhem
2010-10-21, 10:36 AM
{{scrubbed}}

drawingfreak
2010-10-21, 10:40 AM
For inspiration. (http://armorgames.com/play/2893/achievement-unlocked)
I love that game.

Sipex
2010-10-21, 10:44 AM
I don't have the XP totals ready (just written down at home) but they all follow the minion system I mentioned.

Also, my achievements tend to focus on making the players do creative things, look for items they previously ignored, and try rules they never touch.

In addition, I didn't list these ones but each character has class specific achievements like the Warlock has "Without being reminded, effectively use your Curse class feature to deal extra damage a total of 30 times."


The Dice are out to get me!
Miss 3 times in a row on a roll of 10 or lower on a 20 sided die.
I roll 20s
Roll a total of twenty 20's on a 20 sided die.
Double kill!
Kill two enemies in the same turn.
Triple kill!
Kill three enemies in the same turn.
C-c-combo!
Hit 5 enemies with one attack.
Personal Vendetta
Keep a non-minion marked from the start of the battle until it is incapacitated.
Action Hero
Build up 3 action points without using them at any one time.
I surrender!
Use Intimidate to get a total of 3 bloodied enemies to surrender in battle.
That's crazy! These were always my pants. Stop lying.
Use Bluff to convince someone of the impossible.
Peace Treaty
Use Diplomacy to make a hostile enemy your ally.
Be like Ryu
Use Acrobatics to perform a wall run over a 15 foot pit.
Be like Mario
Use Athletics to perform a jump over a 25 foot pit.
I'm a ficus!
Use Stealth to hide from someone in plain sight.
A wizard did it
Use an Arcana based ritual to break the game.
Beastmaster
Use Nature to find out everything there is to know about a creature of your level or higher.
It's a trap!
Successfully detect a total of 5 traps using Dungeoneering or Perception.
Breathing now optional
Use Endurance to hold your breath underwather for 10 minutes.
Field Medic
Grant a total 5 saving throws and/or second winds using heal checks in battle.
Future Librarian
Successfully use History for something useful.
Practically Psychic
Use Insight to accurately determine what your enemies will do a total of 5 times.
Son of Pelor
Use Religion to invoke divine intervention.
City boy
Use Streetwise to find out something in a completely foreign town.
Quick fingers
Use Thievery to steal something off an enemy you're engaged in combat with.
Elemental Master
Successfully use all 10 elements via power and/or item power.
Paragon Heroes
Reach level 11 and choose your Paragon Path.
Epic Heroes
Reach level 21 and choose your Epic Destiny.
We've been playing this a long time
Finish the campaign.
Part-time Monk
Defeat an enemy while unarmed.
Part-time Brawler
Defeat an enemy with an improvised weapon.
That +1 bonus does count!
Make an attack, damage or skill check roll exactly on the mark.
Loophole exploiter
Complete a puzzle or challenge in a way never intended.
The hunter has become the hunted
Activate or lay down a trap and get someone to unwittingly trigger it.
Creative application
Effectively use an attack power outside of battle in a creative way.
Elusive
Go through an entire battle without taking any HP damage.
Iron Wall
Gain an AC of 45 at any one moment.
Surprisingly Tough
Gain a Fortitude of 40 at any one moment.
Blindingly Quick
Gain a Reflex of 40 at any one moment.
Incredibly Keen
Gain a Will of 40 at any one moment.
Translator
Gain the ability to speak and comprehend every language.
Grandmaster
Get any skill up to 30.
Mooch
Get an NPC to give you 10gp. Quest rewards do not count.
Odd-job Guy
Get an NPC to give you 100gp. Quest rewards do not count.
Special Servicer
Get an NPC to give you 1000gp. Quest rewards do not count.
Run run run!
Escape an encounter.
You can't win, I've got the high ground!
Effectively use terrain to your advantage.
Terrorist
Destroy or severely damage a landmark.
Too Cautious
Make it across, at minimum, an 8sq x 8sq room without touching the floor.
I am frowning so hard right now
Sleep with someone with less than 10 charisma for personal gain.
Deranged scavenger hunt
<Insert your own scavenger hunt here>
Charitable
Donate a total of 5,000gp to charity.
Full Recipe Book
Fill a single Alchemist or Ritualist book.
Drunken Master
Survive an encounter completely drunk.
Tarzan
Using a grapple, rope or vine, swing a distance of 100 feet.
Self Dependant
Hunt, kill and cook up a beast which is level 10 or higher.
Look what I can do!
Fly a distance of 25 feet without the aid of an airship.
Nightvision
Gain Darkvision or Tremorsense.
Bucking Bronco
Mount and stay astride a hostile creature for 3 turns.
Sunrods break everything
Find an effective use for torches and candles, because I can't.
Finish Him!
Use a Coup De Grace to kill an opponent.
Tactical Fire
While prone, kill a total of 3 enemies with a ranged attack.
On the ball
Finish a battle of standard challenge for your level in less than an hour.
Ritual/Alchemical Master
Cast a total of 25 rituals or create a total of 25 alchemical items.
Tweaking my character
Using standard retrain rules, change something about your character.
Splatbooks
Take a power, feat or class feature from any book besides the standard Players Handbooks.

Zigil
2010-10-21, 02:32 PM
I'm in a similar situation regarding large gaps between game sessions. I've done away with exp altogether for the most part, rewarding my players with their levels after significant accomplishments or character development/RP.

drawingfreak
2010-10-21, 02:53 PM
Unfortunately, my players love getting experience points and have started to realize how much each creature is worth. They are smart buggers.

Otherwise, I would go with that.

Sipex
2010-10-21, 03:09 PM
I would still recommend achievements, if not for EXP primarily but for creativity.

Like I brought up before, mine get players to think differently, get them to remember their class features (especially tricky ones, like Prime Shot) and try new things. None of which are a bad things.

Mando Knight
2010-10-21, 03:25 PM
I prefer no-XP achievements, since in most games they appear in, they don't really do anything. They should also be for clever, unusual things, such as...

Falcon Punch!
Deal Fire damage to an enemy with an attack through an unarmed weapon.

Meta
2010-10-21, 03:32 PM
we've included achievements in our games and of the dozens of people that have been exposed to it, none have felt that it in any way hurt their gameplay.

If it's a concern, don't use them, but plz dont delude yourself into thinking that just because you feel achievements would hinder your immersion that everyone else's role play will be affected. If my intention in any of the achievements is unclear, lemme know.

And not every class has them, as only classes that have been in games including them have wished to have them drafted.

General Achievements:

(5) Class I:
No Rest for the Wicked: Succeed on a death saving throw
Back to the Basics: Use no encounter or daily attack powers in a fight
Underdog: Kill a monster at least 5 levels higher than you
First Blood: Take an enemy to bloodied hp in a single attack
Enter the Matrix: Get attacked by at least 3 enemies and take no damage in a round
Heavy Handed: Use no at-will powers in an encounter
Finishing Move: Kill an enemy with a crit
Student of All, Master of None: Roll a 20 on a skill check and not succeed.
I Rise, You Fall: Save against a status a creature applied and then apply your own to the same foe
Lamb to Slaughter: An enemy moves adjacent to you, misses, and you kill it within a turn

(10) Class II:
Valiant Effort: Succeed on a death saving throw with no healing surges
SOL: Fail a saving throw 3 times in a row
Master of Defense: An enemy’s crit is made a normal attack
I’m Out of Your League: Hit an enemy on a 2
Deadeye: Go an entire battle without missing (must attack every round)
Focus Fire is for Noobs: Deal damage to every enemy in an encounter (must be at least 3 non-minion monsters present)
Thick Skinned: Survive a coup de grace
I Have the High Ground: Maneuver an opponent off a ledge so that they take damage
Ace in the Hole: Please an artifact
Death from Above: Defeat an opponent that was on a lower altitude when your turn began

(15) Class III:
One in 400: 2 crits on 2 consecutive dice rolls
Double Kill: Kill 2 non-minions in one round
The Universe Laughs: fail a saving throw 5 times in a row
Resilient: Save from three or more effects in a round
Perfection: Take no damage and kill at least one monster in an encounter
“It’s a Trap!”: Get knocked unconscious from full hp in one turn
Mo-Bile, A-Gile, Hos-Tile: End at least 2 squares away from where you began every turn for an encounter
Trust the Force, Luke: Kill an enemy you can’t see
Long Day at the Office: Have a negative effect on you every round (not necessarily on your initiative pass)
It’s Called Teamwork: Dodge an elite/solo’s attack only to be hit a standard/minion the same round


(20) Class IV:
The Damned Return: Succeed on death saving throws twice in one encounter
Livin’ on A Prayer: Get reduced to one hp from death
Resurgence: Be reduced from full hp to 0 and end at full again.
Untouchable: Go 3 encounters without spending a healing surge
One Hit Wonder: Kill a non-minion enemy in one turn
Overkill: Crit a minion
Light Sleeper: Avoid a coup de grace
My Tactics are Superior: defeat an opponent with a damage type its weak to
If I Go, You’re Coming with Me: Defeat an opponent the round before you go unconscious from ongoing damage
That’s Why this is My Story: Defeat a named NPC with a crit


(25) Class V:
One Man Army: Kill every monster in an encounter (must be more than one monster)
One in 8000: Crit 3 times on 3 consecutive attacks
Triple Kill: Kill 3 non-minions in one round
Last Man Standing: Win an encounter as the last standing party member
So Long, and Thanks for the all the Experience: Kill an opponent before it acts
You Called Down the Thunder…: Crit an enemy who critted you last round
Subtlety is for the Weak: Defeat an enemy with a damage type it resists
Early Bird Gets the Worm: Move first in initiative and crit an enemy
The End is Near: Have an opponent miss you, action point, miss again and then defeat it the next round.
Back With a Vengeance: Regain consciousness, and within the next round, defeat the foe that knocked you down


Controller:

Class I
Kill 2 minions in a single round
Inflict a different negative status effect 2 rounds consecutively

Class II
Kill 3 minions in a single round
Inflict a different negative status effect 3 rounds consecutively

Class III
Kill 4 minions in a single round
Inflict a different negative status effect 4 rounds consecutively

Class IV
Kill 5 minions in a single round
Inflict a different negative status effect 5 rounds consecutively

Class V
Kill 6 minions in a single round
Inflict a different negative status effect 6 rounds consecutively

Striker:

Class I
Kill 2 non-minion enemies in an encounter
Deal 60 damage in a round

Class II
Kill 3 non-minion enemies in an encounter
Deal 120 damage in a round

Class III
Kill 4 non-minion enemies in an encounter
Deal 180 damage in a round

Class IV
Kill 5 non-minion enemies in an encounter
Deal 240 damage in a round

Class V
Kill 6 non-minion enemies in an encounter
Deal 300 damage in a round


Defender:

Class I
Mark 2 different enemies in a round
Punish a marked enemy 2 rounds consecutively

Class II
Mark 3 different enemies in a round
Punish a marked enemy 3 rounds consecutively

Class III
Mark 4 different enemies in a round
Punish a marked enemy 4 rounds consecutively

Class IV
Mark 5 different enemies in a round
Punish a marked enemy 5 rounds consecutively

Class V
Mark 6 different enemies in a round
Punish a marked enemy 6 rounds consecutively


Leader:

Class I
Buff a successful ally attack 2 times in an encounter
Heal one ally 40 hp in one round

Class II
Buff a successful ally attack 3 times in an encounter
Heal one ally 80 hp in one round

Class III
Buff a successful ally attack 4 times in an encounter
Heal one ally 120 hp in one round

Class IV
Buff a successful ally attack 5 times in an encounter
Heal one ally 160 hp in one round

Class V
Buff a successful ally attack 6 times in an encounter
Heal one ally 200 hp in one round


Avenger:

Raven Queen’s Vengeance: Crit and kill an opponent with the Undead keyword
Kord’s Honor: Be the only person to damage a non-minion and kill them
Ioun’s Sagacity: Get your censure bonus 3 rounds in a row
Bahamut’s Protection: Kill an oathed opponent that downed an ally last turn
Pelor’s Brilliance: Kill a radiant vulnerable enemy with a radiant attack
Avandra’s Favor: an ally crits on their Divine Guidance roll
Zehir’s Shadows: Kill a foe that can’t see you
Moradain’s Resolve: Get the final kill in a battle with less than surge value hp
Sehanine’s Ardor: Never let your oath target end adjacent to an ally for a whole fight
Bane’s Supremacy: Hit the oathed target 3 rounds in a row and not be hit by them for the same 3 rounds

Ranger:

World Demon: Kill 20 enemies with the aberrant or natural origin
Astral Enmity: Kill 20 enemies with the elemental or immortal origin
Twilight Slayer: Kill 20 enemies with the shadow or fey origin
Closing for the Kill: Have prime shot 3 rounds consecutively
Fastest in the Land: Kill an enemy as an immediate interrupt
Cover Fire: Kill two enemies flanking an ally in a round
Lone Ranger: End the encounter with at least one kill and always more than 5 squares away from an ally
Full Salvo: Attack more than 10 times in a round
Perfect Quarry: Deal max damage with hunter’s quarry (N/A in heroic)
Ender’s Quarry: Kill an opponent with quarry damage

Sorcerer:

Pyroclasm: Kill 3 enemies with 3 different powers with 3 different damage types in an encounter
Daggermaster is Overrated: Crit two enemies with one attack
Party-Friendly WMD’s: Target at least 25 squares with an attack and hit no allies and at least 2 enemies
I Have a Summer Home there: Kill a solo with the elemental keyword
Constraint is for Wizard’s: Use every encounter and at least 1 daily power and hit at least 1 enemy with each
Xykon would be Proud: Kill a non-minion (all damage must come from you) using only one power
Healthy Enthusiasm: Kill a target before a power’s secondary damage effect comes into play
Natural Selection: Kill another with sorcery in their veins.
Distant Onslaught: Attack every turn and remain at least 5 squares away from all enemies for an encounter
Learned it from the Best: slay a dragon
Fighter:

Float like a Butterfly: Mark two skirmisher or lurker types in the same round
Sting like a Bee: Fell an opponent as it tries to shift away
Aggro Whore: Take your bloodied value in damage and 2 status effects in one round
Cunning Footwork: Damage two prone foes in a turn
Klutch Killer: Kill a foe with an opportunity attack as it strikes a bloodied ally
Stalwart Guardian: Stop a foe from moving adjacent to an unconscious ally
Watching their Back: Score the highest perception when spotting oncoming opponent
Mercy has its Place: Knock a foe unconscious
…so does Efficiency: Kill a disarmed opponent/noncombatant
The Weapon Master: Crit on 19 twice during an encounter

Cleric:

Death’s Doorman: Revive 2 unconscious allies in the same encounter
Necromantic Bane: Score a critical hit with Turn Undead
Right the Balance: Remove a status effect from an ally and inflict one on an enemy in the same round
Surge Friendly: Roll the maximum value on healing word (N/A in heroic)
It’s what Strikers are for: Deal no damage for one encounter
The Unsung Hero: Win a level +2 encounter with no allies falling unconscious
Someone should have Multi-classed Artificer: Have two party members fall unconscious and have no surges left in the same encounter
Or I could just do Everything: Stabilize at least two allies with no surges left in one encounter
The Gods have Taught me Much: Heal 42 hit points in one round
Adventuring is my Day Job: Cure a Disease

Druid:

This is my True Form: Use wild shape every turn for an encounter
The Land and I are One: Crit on a Nature check
Master of Many Forms: Defeat at least one foe with a beast power and one foe with a non-beast power in the same encounter
Gravitas Terra: Inflict forced movement, slow, prone, immobilized or a restrained status on every enemy on the field (3 minimum) in one turn
Eyes of the Forest: Pass a perception check to detect a foe in a natural environment
Natural Order: Defeat a solo with the abomination keyword
Instinctive Behavior: Wild Shape into beast form and defeat a foe who critted you last turn
For We are Brothers: Prevent the death of an opponent with the natural keyword
Mother Guardian: Have regeneration bring you back to full HP at least twice in one encounter
Earthen Resilience: Resist an unnatural disease
Paladin:

Divine Hands: Use Virtue’s Touch/Lay on Hands three turns consecutively
Divine Action: Free an ally from stunned or dominated with Divine Mettle
Divine Favor: Crit on the attack you applied Divine Strength to
Divine Retribution: Defeat a foe with Divine Challenge or Sanction
Divine Tide: Punish every enemy on the field in one turn
Divine Sacrifice: Heal or remove a status effect from an ally when you have 0 surges
Divine Mercy: Spare a defeated opponent of a different alignment
Divine Light: Defeat a radiant resistant foe with a radiant attack
Divine Armor: Be the target and only target of every foe’s attack for a whole round
Divine Justice: Crit and kill an opponent of different alignment and the immortal/elemental keyword

Warden:

Improbable Toughness: Have a healing surge value of 60 or greater
Superior Font: Save from three different status effects in an encounter with FoL
Defensive Wind: Have at least two enemies miss you the round you second wind.
Ever-Shifting Form: Utilize three different forms in an encounter
Lethal Form: Crit on a form’s ‘once an encounter attack’
Creeping Punishment: The opponent to fall in an encounter last must have spent every turn immobilized, retrained, prone, or in difficult terrain.
Critical Fury: Crit and kill on a Warden’s Fury attack
Tactical Maneuvering: Slide an opponent with Warden’s Grasp into a damaging zone
Primal Engagement: Kill an opponent via a damaging terrain effect
Blitz Mark: Mark 3 or more opponents during a charge-move

Runepriest:

Omni-Rune: Utilize only one rune state in an encounter
Versatile Rune: Utilize more than 5 different rune effects in one encounter
Final Mend: Defeat an opponent while under the Rune of Mending destruction rune effect
Defensive Mend: Have an attack miss you by 1 while under the Rune of Mending’s protection rune effect
Rune of Buffing: Give an ally one or more power bonus(es) so that they under the effects of one or more for an entire encounter.
Rune of Debuffing: Have a solo monster debuffed every round from your Runepriest powers.
Permanence in the Temporary: every ally has temporary hps at the same instant
Reliable Runes: Have an ally spend all encounter under the positive effect of your rune state.
Master’s Artistry: Benefit from your Rune Artistry 3 turns in a row
Runic Centerpiece: Have your entire party benefit from your rune state twice in an encounter

Sipex
2010-10-21, 03:46 PM
Meta, your achievements are good but there are a few which are far beyond a player's control. How do your players respond to those?

ninja_penguin
2010-10-21, 04:59 PM
I have a combination XP/whenever system for leveling my players. I generally award players some/all of the EXP when they successfully circumvent an encounter that they won't be seeing again. I do the achievements for things I particularly liked in their game, or for feats of 'what. how is the boss dead in the fireplace at the end of round 2?'.

Most of the time they level up just fine. If something goes wrong in my math, I either go 'surprise! It's a level!' or just throw in extra quest EXP and nobody notices the difference.

BobTheDog
2010-10-21, 06:25 PM
Xykon would be Proud: Kill a non-minion (all damage must come from you) using only one power

I love the concept of this one. :smallbiggrin:

WitchSlayer
2010-10-21, 07:10 PM
inb4 4e is WoW, oh wait, there's a scrubbed comment, possibly too late.

The problem with this kind of XP giving out is that you want your party to remain relatively equal in XP amount, thus giving "achievement" experience to only one person would unbalance it.

Meta
2010-10-21, 10:52 PM
Meta, your achievements are good but there are a few which are far beyond a player's control. How do your players respond to those?

It makes the 5th saving throw on a status effect that's been active for 4 turns very exciting :P.

And these aren't for EXP, the rewards are for a homebrew system.