Sqwheelz64
2022-02-25, 01:51 AM
I've been employing a version of this reward system since DnD 3.0. Since I skipped version 4 and have just picked up DnD 5e, I'm looking for some experienced 5e players to peer review and give suggestions if you please. Thanks.
Karma Points
What are Karma Points? [KP]
Fifth Edition Dungeons and Dragons basically has two kinds of rewards: experience and loot (including wealth, property, lands, and magic items). While experience levels-up a character and loot expands their power and influence, Karma points are a third kind of reward for storytelling. These rules replace the Influence rules, but the Advantage/Disadvantage rules still remain active.
Players use Karma points to allow storytelling to supersede random dice rolls.
Poker chips are used to represent KP. Players should also keep a written record of their KP at all times.
Earning Karma Points
Each character begins play with 1 KP. The DM distributes additional KP rewards for roleplaying and play involvement. The following options are some of the ways that players can earn KP:
Character Backstory: Developing a character’s backstory earns KPs. After some sessions, the DM may offer the players writing prompts for small assignments for KPs that will help them develop their characters’ backstories.
Roleplaying: Excellent first or third-person roleplaying earns KPs especially playing to a character's flaws or weaknesses.
Heroic Character Decisions: Conducting heroic acts earns KPs; especially those acts demonstrating such personal qualities as sacrifice, loyalty, or accountability.
Contributions to Entertaining Play: Making play more enjoyable by adding humor, drama, tragedy, or mystery to the story earns KPs.
Maximum Karma Points: Characters can collect no more KPs than their current character level. Excess KPs earned while a character has maximum points are immediately lost. Karma points are intended to be spent not hoarded. The flow of KPs between the DM and players should be constant and fluid.
Spending Karma Points
Karma points can be used when a random die roll falls short of a player’s intent or need. When an unsatisfactory die roll occurs, the player should announce the expenditure of one or more KPs to the DM, and what is the desired outcome. Then, the DM accepts the player’s “karma poker chip” and changes the rolled die or adjudicates the player’s actions. Karma points can do more than alter dice rolls: they can provide specific advantages in play and make the DM’s assistance available. More than one KP may be spent towards a single outcome except where noted.
The Economy of Karma Points
Under this rules system, there may be instances when a player wants to gift a fellow player with some KPs, or the team wants to pool their KPs together for a group-related outcome. Gifting KPs to another player requires an additional payment to the DM for same number of KPs as the gift. For example, if one player wants to gift to another player with 2 KP, they would give the 2 KP gift to the other player and then pay an additional 2 KP to the DM for the cost of “being the other player’s lucky charm.” In instances of cooperative play, such as collaborative spell casting or a team tug-of-war, the players can petition the DM for a pooled use of KPs to positively influence the outcome and negotiate the specifics KP costs and outcomes.
Improving die rolls with KP—
Initiative Action: 1 KP = The player chooses when they want to take combat initiative. This lasts until another initiative is rolled. Only 1 KP may be spent towards a single initiative action.
Extra Action: 2 KP = Gain one additional standard or move action during a turn. Only 2 KP may be spent towards an extra action in a single round.
D20 Skill Roll: 1-3 KP = Upgrade the result of a d20 roll by one degree of success/failure. For example, a fumble can be upgraded to just a failure, a failure can be upgraded to a success, or a success to a critical. In this example, 3 KP can change a fumble all the way up to a critical.
[Test for play balance] Critical Hits: 1-3 KP = The player can add a third set of damage dice to a critical roll. Another 2 KP can be spent in this way to add a fourth set of damage dice to a critical roll. A maximum of 3 KPs may be spent on a single critical hit.
Cumulative and Damage Dice Rolls: 1-2 KP = Maximize a die or dice roll intended to be added up. This only applies to rolls of d4, d6, d8, d10, and d12. Rolls of d20 and d100 are exempt. If the roll involves multiple dice, then a portion of those dice may be maximized based upon how many sides the die has. After rolling an unsatisfactory cumulative dice pool, the player should announce the use of a KP, and then change the lowest rolled dice to their highest values:
1-2 KP = Maximize 3d4 or 3d6. A maximum of 2 KPs can be spent in this manner.
1-2 KP = Maximize 2d8 or 2d10. A maximum of 2 KPs can be spent in this manner.
1-2 KP = Maximize 1d12. A maximum of 2 KPs can be spent in this manner.
For example, the party’s cleric with a WIS of 18 casts Cure Wounds (level 1 spell) with a 4th level slot to save the life of the party’s barbarian who needs at least 26 HP to survive. The rules allow the cleric to roll 4d8+WIS (4), and the player rolls a 2, 8, 1, and 5 = 16+4. Not satisfied with the result, the player announces the expenditure of 1 KP which allows the player to maximize 2d8, so the 2 and 1 rolls are maximized to 8; thus the roll becomes 8, 8, 8, and 5 = 29+4. Barbarian saved!
Gaining other benefits with KP—
Prepare to negotiate with the DM.
Insight: 1+ KP = Petition the DM for an out-of-story clue/hint for in-story mystery. The cost in KPs depends on the depth of the mystery. Clues/hints for deeper mysteries cost more KPs. If the DM feels that there is no revealing information to be gained, the karma point is not spent.
Recall: 2 KP = Reopen one spell slot or recall one special ability you have already cast or used. This only affects spells and abilities that can fully recharge after a long rest. Only 2 KP may be spent towards a recall once every 10 minutes of play.
Cheat Death: 2 KP = Cheat death. How this plays out is up to the DM and player to decide, but generally the character is left alive, [S]with negative hit points but stable but somehow inactive for the rest of the fight.
Special: ? KP = Petition the DM to allow an attempt at nearly anything that would normally be improbable. This includes the whole group of players pooling KP to improve a group outcome.
Karma Points
What are Karma Points? [KP]
Fifth Edition Dungeons and Dragons basically has two kinds of rewards: experience and loot (including wealth, property, lands, and magic items). While experience levels-up a character and loot expands their power and influence, Karma points are a third kind of reward for storytelling. These rules replace the Influence rules, but the Advantage/Disadvantage rules still remain active.
Players use Karma points to allow storytelling to supersede random dice rolls.
Poker chips are used to represent KP. Players should also keep a written record of their KP at all times.
Earning Karma Points
Each character begins play with 1 KP. The DM distributes additional KP rewards for roleplaying and play involvement. The following options are some of the ways that players can earn KP:
Character Backstory: Developing a character’s backstory earns KPs. After some sessions, the DM may offer the players writing prompts for small assignments for KPs that will help them develop their characters’ backstories.
Roleplaying: Excellent first or third-person roleplaying earns KPs especially playing to a character's flaws or weaknesses.
Heroic Character Decisions: Conducting heroic acts earns KPs; especially those acts demonstrating such personal qualities as sacrifice, loyalty, or accountability.
Contributions to Entertaining Play: Making play more enjoyable by adding humor, drama, tragedy, or mystery to the story earns KPs.
Maximum Karma Points: Characters can collect no more KPs than their current character level. Excess KPs earned while a character has maximum points are immediately lost. Karma points are intended to be spent not hoarded. The flow of KPs between the DM and players should be constant and fluid.
Spending Karma Points
Karma points can be used when a random die roll falls short of a player’s intent or need. When an unsatisfactory die roll occurs, the player should announce the expenditure of one or more KPs to the DM, and what is the desired outcome. Then, the DM accepts the player’s “karma poker chip” and changes the rolled die or adjudicates the player’s actions. Karma points can do more than alter dice rolls: they can provide specific advantages in play and make the DM’s assistance available. More than one KP may be spent towards a single outcome except where noted.
The Economy of Karma Points
Under this rules system, there may be instances when a player wants to gift a fellow player with some KPs, or the team wants to pool their KPs together for a group-related outcome. Gifting KPs to another player requires an additional payment to the DM for same number of KPs as the gift. For example, if one player wants to gift to another player with 2 KP, they would give the 2 KP gift to the other player and then pay an additional 2 KP to the DM for the cost of “being the other player’s lucky charm.” In instances of cooperative play, such as collaborative spell casting or a team tug-of-war, the players can petition the DM for a pooled use of KPs to positively influence the outcome and negotiate the specifics KP costs and outcomes.
Improving die rolls with KP—
Initiative Action: 1 KP = The player chooses when they want to take combat initiative. This lasts until another initiative is rolled. Only 1 KP may be spent towards a single initiative action.
Extra Action: 2 KP = Gain one additional standard or move action during a turn. Only 2 KP may be spent towards an extra action in a single round.
D20 Skill Roll: 1-3 KP = Upgrade the result of a d20 roll by one degree of success/failure. For example, a fumble can be upgraded to just a failure, a failure can be upgraded to a success, or a success to a critical. In this example, 3 KP can change a fumble all the way up to a critical.
[Test for play balance] Critical Hits: 1-3 KP = The player can add a third set of damage dice to a critical roll. Another 2 KP can be spent in this way to add a fourth set of damage dice to a critical roll. A maximum of 3 KPs may be spent on a single critical hit.
Cumulative and Damage Dice Rolls: 1-2 KP = Maximize a die or dice roll intended to be added up. This only applies to rolls of d4, d6, d8, d10, and d12. Rolls of d20 and d100 are exempt. If the roll involves multiple dice, then a portion of those dice may be maximized based upon how many sides the die has. After rolling an unsatisfactory cumulative dice pool, the player should announce the use of a KP, and then change the lowest rolled dice to their highest values:
1-2 KP = Maximize 3d4 or 3d6. A maximum of 2 KPs can be spent in this manner.
1-2 KP = Maximize 2d8 or 2d10. A maximum of 2 KPs can be spent in this manner.
1-2 KP = Maximize 1d12. A maximum of 2 KPs can be spent in this manner.
For example, the party’s cleric with a WIS of 18 casts Cure Wounds (level 1 spell) with a 4th level slot to save the life of the party’s barbarian who needs at least 26 HP to survive. The rules allow the cleric to roll 4d8+WIS (4), and the player rolls a 2, 8, 1, and 5 = 16+4. Not satisfied with the result, the player announces the expenditure of 1 KP which allows the player to maximize 2d8, so the 2 and 1 rolls are maximized to 8; thus the roll becomes 8, 8, 8, and 5 = 29+4. Barbarian saved!
Gaining other benefits with KP—
Prepare to negotiate with the DM.
Insight: 1+ KP = Petition the DM for an out-of-story clue/hint for in-story mystery. The cost in KPs depends on the depth of the mystery. Clues/hints for deeper mysteries cost more KPs. If the DM feels that there is no revealing information to be gained, the karma point is not spent.
Recall: 2 KP = Reopen one spell slot or recall one special ability you have already cast or used. This only affects spells and abilities that can fully recharge after a long rest. Only 2 KP may be spent towards a recall once every 10 minutes of play.
Cheat Death: 2 KP = Cheat death. How this plays out is up to the DM and player to decide, but generally the character is left alive, [S]with negative hit points but stable but somehow inactive for the rest of the fight.
Special: ? KP = Petition the DM to allow an attempt at nearly anything that would normally be improbable. This includes the whole group of players pooling KP to improve a group outcome.