Inspired 4e Design

New Exciting Ways to Reward and Exhaust your Players: Resources in 4e.

Tired of the only being able to tire out your characters by yanking HPs and healing surges? What you need, friend, are extra resources.

What do I mean by a resource? There are many ways to define it, but to put it simply in an RPG context, a resource is anything that a PC cares about that can be quantified. This will vary from campaign to campaign, but if you can quantify it some way, and players want/need it, it’s a resource. The basic resources in 4e are your powers, your hit points, and your healing surges. I feel that when people decry the lack of “roleplay” or non-combat stuff, it’s for lack of other resources that can drive the game in other ways.

If your PCs lose a skill challenge, for example, typically what happens is they fall into a fight, taxing the aforementioned resources. But what if losing a skill challenge does something else…like causes you to lose influence with the king? Or bring you closer to starvation out in the wilderness? Essential to the art of good roleplaying is this set of things that your characters want or don’t want. RPGs are still games after all, and any good game compels its players to take action.

It’s easy to add resources to your campaign with little overhead. You pick something appropriate to the campaign, something that your campaign and therefore your players, care about. In a political campaign, Influence is an appropriate resource. In a post-apocalyptic game about survival, Rations are an appropriate resource. A game where the PCs are working with and for gods uses Favor.

Now, if the players fail a skill challenge to impress someone at court, they lose Influence. If they fail a navigation check in the survival game, they lose Rations as they spend their time wandering aimlessly through the wilderness. Piss off a god and you lose Favor. As long as you use resources that are important and relevant to your specific campaign, losing or gaining these resources matters. Exhaustion of these resources challenges players, and gaining the resource rewards players.

If you still aren’t sure what I’m talking about, here is an example:

Rations
Appropriate for: any game where survival and foraging are required of the players.
What it represents: Basic necessities need to live –food, water, and basic means of getting or storing these items.
Usage: Rations are used to abstract and collect what the players need to survive into on easily trackable resource. Instead of spending more time than is necessary with everyone doing book-keeping, you lump all that book-keeping into one resource. Each ration point lets the party live comfortably for one day.

Each day the party loses 1 Ration point.

To acquire Ration points:

  • Forage (at the DC in th book for 5 people) per ration point
  • Buy them (1 Ration point is equal to 1 gp per party member)
  • Any other way the characters are determined to be clever…

The party is OK until they are out of ration points. The first day the party spends without ration points, and every day thereafter, they lose two healing surges. These healing surges cannot be regained until they the party has spent consecutive days with Ration points equal to the number of days without. So if the party went three days without ration points, they’d need three days with ration points to regain the healing surges lost.

An alternate consequence of going without rations is to have the party weakened until they recover.

Still need more examples? They’ll be coming up. Also: I’ll take requests.

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About gamefiend

A Jack of All Trades ,or if you prefer, an extreme example of multi-classing, Gamefiend, a.k.a Quinn Murphy has been discussing, playing and designing games straight out of the womb. He is the owner and Editor-in-Chief of this site in addition to being an aspiring game designer. As you would assume, he is a huge fan of 4e. By day he is a technologist.