Achievement Perks?

Started by The Old Hack, April 28, 2016, 01:49:32 PM

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The Old Hack

I recently read a Pathfinder supplement in which was suggested Achievements that would give characters small Perks. It worked kind of like this:


Healing 1000 points of damage or more: Healer perk, strengthening of Healing in some way (example given was healing used counting as Empowered). For each 2 points of damage dealt by the character, however, 1 was subtracted from what you had accumulated towards the goal.

Taking 2500 points of damage or more: Tank perk. For each 5 points of magical healing received, 1 point subtracted from accumulation. Reward: a small permanent HP buff.

Getting sent to negatives or killed/respawned X number of times: Stubborn Survivor. A slightly greater chance of stabilising when on negatives.

Doing 2500 points or more damage with X element spell: Master of that element. A small damage bonus on all spells of that element.


These are only examples and the numbers given are only there as a starting point. It should be noted that any character may only ever obtain ONE Achievement perk. It would be simple to make the goals much harder so they would only be obtainable by very long term players. Also, you could create more achievements like Orog Killer (kill 500 or more Orogs and you might get +1 AB against them), Swimmer (spending X rounds in combat while underwater), and so forth.

Feel free to add/shoot down. Just wanted to share the idea.

Valo56

I think in general it's a good idea but not in terms of damage dealt/taken/healed, and more in terms of actual achievements.

I think it may be worthwhile to include in high-end or particularly challenging quests rewards fitting for that quest beyond loot.

For instance, if anyone were so brave and daring as to take on FORT IRON DREAD and save us from the goblin menace that is really responsible for the apocalypse, they might gain some insight into goblin chronomancy.

I would note you can easily take 2500 points of damage in a single BOM quest, as well. :P

But in all seriousness, more stuff like the old funituremancy crafting, troglodyte tree healing, mudman pottery, and other things that can give players some long term perks. Perhaps summon themes (replacing the Mystic Grimoires that sometimes spawn in the wilds), perks, or other random things might be gained from these.

This would further incentivies high-end quests. Going to raid a lich's tomb or to fight a drow weaponmaster suddenly becomes a path to some measure of power, not just to whatever he has in some treasure chests and a bit of XP.

PanamaLane

I like the idea, but it seems like there could be pitfalls and abuse. Players could rack up a huge number of these perks just by surviving a few months. If it is implemented, I think it would make sense to only be able to choose 1, as with the other perks. In terms of the achievement side of things, isn't this generally what loot is for? Drops give loot that would aid that specific quest if done multiple times, sort of signifying a speciality in specific situations.

Deadlykate

I like the idea, however I agree with Panama. If the perks are well known then there might be a few people that want to do Orogs every reset or something completely out of character. However my suggestion is a perk system hidden from the player base. That way you not only get a pleasant surprise but might also be curious how you got certain perks, items, etc.. or maybe like the Predictable Sorcerer class you roll for an achievement and get a certain perk. Just my two cent anyway!

Adhesive

This sort of thing reminds me a bit too much of Xbox achievements or Playstation trophies, considering wracking up different milestones of damage are very real accomplishments that some video games reward the player for! If anything, one should get an achievement in Times Respawned from Fugue. If only because it shows gumption :P

Valo56

Quote from: PanamaLane;n657858I like the idea, but it seems like there could be pitfalls and abuse. Players could rack up a huge number of these perks just by surviving a few months. If it is implemented, I think it would make sense to only be able to choose 1, as with the other perks. In terms of the achievement side of things, isn't this generally what loot is for? Drops give loot that would aid that specific quest if done multiple times, sort of signifying a speciality in specific situations.
This could be solved by keeping them minor, preventing you from having multiple or too many perks, and by having the perks be found (typically) in extremely dangerous quests or optional parts of quests.