Too Much?


Homebrew and House Rules


I'm in the process of building a massive (and potentially brutal) campaign. I've play tested it before with my group of friends and several of them died, in a large part to their own stupidity (aka running off in 4 different directions). I'm trying to think of a way to subtly encourage them to work together better, and I've come up with what follows. It functions like a secret teamwork feat, and while they won't know they are benefiting from it initially, it's entirely plausible they will discover it eventually. The PCs are brought together through a magical explosion that sucks them from this (rl) world into the fantasy world they will be playing in and as such I'm calling their secret feat Gamma Boost or Gamma Resonance.

Gamma Boost:

If 2 PCs with this ability are within 30ft of one another they grant each other the following benefits:
1. +1/3 per level resonance bonus to saves
2. +1hp per level resonance bonus to hp regained from resting
3. Automatic stabilization when dying.

Bonuses stack for each additional teammate with this ability within 30 ft and fractions of course round down.

And so I ask is this too much of a boon to grant them?

It ties together nicely with the story and encourages the party to both stay alive and stay together, as any original PC who should happen to go down for good reduces the leveling bonuses he could have contributed. I have enough of the story plotted that, with one exceptional, and small, time frame, replacement PCs will not have this ability.


Because this hits all original PCs, there's no way you could go wrong. In fact, the bonus may be too subtle (at first). Later on, if there are PC deaths they may miss that bonus; what would keep their new characters together?

In my campaign, I offer PCs who stay together within one step of a specified alignment a bonus Teamwork Feat of their choice. Later on I will offer more with more stringent requirements:

1st: Within one step of selected group alignment.
5th: A name and/or symbol, and recognition from one or more influential nobles (GM discretion).
10th: PCs must accept a penalty (-5; 25% spell failure) for actions they take that not all group members are aware of.
15th: PCs must all be the same alignment.
20th: Group must be recognized as an order by multiple nations.


The goal of course would be that the original characters never die (auto stabilize within 30ft), but future characters would stay together because they actively sought out joining the remnants of the originals, who should gain a fair measure of fame over the course of the campaign.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

I wouldn't make it a secret. It won't motivate them to stay together if they don't know it exists.


Yeah I'm really trying to break them of the habit of doing things only for their own benefit instead of for good RP. If I tell them about it then either they will stay together only for that reason or they will make sure someone is outside their 30 ft radius when they attempt a PK, which they will do at some point. If I leave it a mystery initially and the nightly health regen and auto stabilize appear to be DM fiat, but they are all luckier on their saves when they are together then maybe they will just choose to stay together on their own. I am considering maybe giving them like a tingling of the skin whenever they are within 30ft of one another as a hint that something is going on but letting them know the workings of an extra bonus is just asking them to abuse it sadly.


If it is the only way to help keep them working together go for it, it seems fine to me. Keep it a secret. They need to learn and open their own eyes, working as a team makes things move along smoothly and is easier for everyone, not to mention increases survival.

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