Minor Perks to Encourage Player Growth


Homebrew and House Rules


It is not nearly my turn to start a new campaign as GM (we take turns), but I’m trying to think ahead.

My group has been improving in many areas, but still has a way to go. Most of the builds used to suck big time, but are now pretty decent.

  • Builds tend to focus almost entirely on standard combat. The players are actually doing a decent job of learning to role play their characters (better than I do a lot of the time). But since they don’t have the ability scores, skill ranks, or other abilities to go with it they fail more often than not.
    Ex: Paladin tried to nicely question a captive. He had a decent charisma but no ranks in diplomacy, sense motive, or applicable knowledge skills. Basically got almost nothing.
    Ex: magus tried to heroically leap off his horse into combat. But 12 dexterity, 1 rank in ride, none in acrobatics, and did not have mounted combat. Face plant in the middle of the melee.
  • Almost nothing for character back story and/or has nothing to do with future play.
  • Characters rarely work together in combat. Little-to-no tactics or planning.
  • Characters rarely learn/prepare anything except direct combat spells.

I tried just reducing the DC’s of some of these checks so they would see the fun/validity of trying them. However, that just seemed to make them think there was no need to take the skills since they could already do it.

Do I was considering some GM discretionary perks to help encourage them. Things like:

  • If the character’s back story mentions non-combat training or something like that. Give +1 skill point at each even numbered level that can only be used for some of the uncommon skills (not perception, stealth, monster knowledge, etc…).
  • Background mentions hating/fighting undead. Give a campaign trait that gives +2 intimidate/+2 know religion to ID undead/ -2 sense motive / -2 diplomacy vs. undead.
  • Teamwork feats, skill focus feats, and traits cost only half a feat.
  • From a nomad tribe give trait that makes ride a class skill, a +2 to ride if already a class skill, or a free starting mount of better than average quality/training.
  • Better treasure or other rewards from their employer if they find a unique way to solve a situation. Something other than head-on combat.

What do you think of these? Do you have more ideas for better/different perks?


Its the chemistry of your group, and the interests of the players. People are going to be the most interested in whatever part of the game is fun for them, and in turn don't pursue that which is not. Some people don't enjoy immersive RP. Some people hate puzzles. Some people roll their eyes at characters TOO good at combat. Some see no point in character options without irrefutable, numeric benefits.

I have tried offering character perks in the past to encourage backstory and role-play, but nothing ever really worked even close to my satisfaction, and I doubt your efforts will reap quite what you would like. That doesn't mean you shouldn't try though. Many players learn to enjoy different aspects of the game at different points in their lives if they stay in the hobby for long enough. And if you've not the patience for that, you can look to find a new group. Or... add a role-player to your existing group, which can make it easier for your other players to test those waters.


I think all of us (me included when I'm a player) would like to be better at getting immersed in the character. We're just not there yet.

I guarantee we would all like to be better at non-combat activities (we've had that specific discussion). The builds the group has at the moment are very combat centered.

I know at least 3 of the 5 players now post on (or at least read through) these forums for build advice. The build advice they get is almost exclusively combat centered. That is how several of them got these planned builds that have nearly zero out of combat utility.

They have tried some non-combat things, but with no skills they didn't succeed. When I lowered the DC's they didn't see the need for the skills since they succeeded.

I am hoping that if I give them some additional strengths (not taking anything away) it will encourage them to promote some other strengths in their build. It may not work, but it seems worth the effort.

btw: Group is almost too large now. I don't really want to add more people to it at this time.

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