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Thread: Poker Chips instead of XP
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2014-12-29, 11:38 AM (ISO 8601)
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- Sep 2013
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- St. Louis, MO
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Poker Chips instead of XP
so in a previous thread, it was brought up that some DM's hand out poker chips as rewards for good role-playing as opposed to small xp awards. Doing this would solve a few problems in my game and I was thinking about going with it. I was wondering if any of the DM's that do this have any set rules as to what the different color chips can be redeemed for, and what they may be, and if I could use these rules.
Also, this is going to be used to solve my crafting problem. I never liked having to lose xp to make a potion, so minor consumables (potions, tiles and scrolls) would cost a white chip, and so on.
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2014-12-29, 11:55 AM (ISO 8601)
- Join Date
- Dec 2013
Re: Poker Chips instead of XP
Have you ever looked at Deadlands RPG? The XP rules there are actually BASED on this, while the chips can be used for various short-term effects (like rerolls). This creates a long-versus-short dynamic, where you have to balance short-term survival (it's an unforgiving setting) against gaining permanent power.
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2014-12-29, 12:13 PM (ISO 8601)
- Join Date
- Sep 2013
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- St. Louis, MO
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Re: Poker Chips instead of XP
I hadn't looked into deadlands, and after a quick read of the poker chips system in its wikipedia, it looks like the system I want to use. Is there an online guide as to the specific rules for the chips or is it all sealed inside of the books?
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2014-12-29, 12:17 PM (ISO 8601)
- Join Date
- Jun 2011
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- Castaic, ca
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Re: Poker Chips instead of XP
If those chips were worth the usual $1, $15, $25, I guarANTEE it would encourage better roleplaying.
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2014-12-29, 12:27 PM (ISO 8601)
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- Sep 2013
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- St. Louis, MO
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Re: Poker Chips instead of XP
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2014-12-29, 04:52 PM (ISO 8601)
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- Jan 2007
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- GMT -5
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2014-12-29, 07:58 PM (ISO 8601)
- Join Date
- Jan 2014
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- California
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Re: Poker Chips instead of XP
If you're going to be giving them and taking them away, I would use FATE's method: when a roleplaying opportunity arises that would create negative consequences for a character, give the player the choice of a. accepting those consequences and gaining a fate point or b. handwaving over it and losing a fate point.
For example, say Bob's character is a greedy bastard. The party is exploring an ancient temple and stumbles upon a solid gold idol on a pedestal. Alice, the DM, dangles a poker chip in Bob's direction and suggests that perhaps his character, lured by the shiny shinies, rushes over and picks up the idol without thinking. Bob then has to decide whether to go along with it, triggering potentially lethal traps, or spend a poker chip from his stash.
This system has the nice side benefit of incentivizing players to actively look for ways their character's flaws can hurt them so that they can get fate points.Last edited by Troacctid; 2014-12-29 at 07:59 PM.
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