Personally I have gone the route of rewarding things with the advantage system of DnD (roll twice take the higher result). Disadvantage is roll twice take the lower, if you want to penalize something like a monster's saving through. I find that this can be done faster than arbitrary bonuses. Though in combat I usually award great roll play with cool points (1 point = 25 X Level XP). Whether advantage or bonuses though I would let your players know that role playing in combat may award bonuses for originality and immersion, and give them examples for the benefits of bonuses that can be awarded or advantage given, but don't be limited by it. I would not do it every time, but when a person is very creative, uses the environment well, or artistically (for that player) then they get the bonus. I would not award it if it is a repeat unless it is some how the exact same circumstance. Ex: Cleric channels energy to heal the party and prays, "Our Lady of light restore us with your grace that we may overcome this darkness." GM: You feel the warmth of your goddess heading your prayer, reroll any ones on your heal die. Fighter: I slash toward my enemy with the moon glinting off my blade. Also if you want them to do it, then you need to do it for the enemies blows too.
Tinalles wrote:
Ventnor wrote:
Nice I like that, so when she is doing the summoning at the end it would be victorious, but add some tears like Moses after the last plague in the price of Egypt. I think I would have her grow into that idea of friendship though. Adds some nice flavor to her character.
Wei Ji the Learner wrote:
Added Bonus you now have an NPC friendly with your PCs who could contact them with quests that the temple needs accomplished and would be willing to pay for or could be a reoccurring ally if you allow NPC tag alongs. Not someone regularly with the party. They might even meet up with the paladin while in some dungeon and find out that he is leading a group from the temple on a similar or unrelated mission. Maybe the big bad is a wizard who has created a simulacrum and they don't know which to fight and both must be stopped before (insert dastardly evil here). The Paladin and his crew go off and end up fighting the simulacrum. PCs get the real deal. It can make the world feel bigger and more complex.
Depends on if you are doing a homebrew or playing in Gorlarion, where most of the Paizo mods are set. The Inner Sea Primer has a decent listing of cultures for the world and therefore attendant languages for each region. It elevates the role of spells like comprehend languages and tongues, but may restrict interactions with much of the party as those with the skill points for linguistics will be the only ones who can interact outside their home region. Consider other ways to draw them in. If you are homebrewing feel free to do your own. I am in a campaign I am putting together for my group. |