Last night, I came up with a concept that combines players choices with character skills and dice rolls to result in certain tiers of rewards. I'm curious to see what people think of it.
Disclaimer: I'm unsure if I'm explaining this correctly. It's all mostly in my head and proves difficult to put on paper. Please let me know if anything is unclear :)
Edit: this isn’t meant to be shown to players. Keep them in the dark on this. It’s merely a guideline for the DM to reward players and keep them moving forward.
Skill check |Unaltered situation |Low risk/cost |Medium risk/cost |High risk/cost
No roll |Tier 0: Starting point, players know little to nothing |Tier 1: The players learn something significant can be learnt |Tier 2: The players learn a clue to something significant |Tier 3: The players learn something significant
Low roll |Tier 1: The players learn something significant can be learnt |Tier 2: The players learn a clue to something significant |Tier 3: The players learn something significant |**Tier 4:**The players learn something important
Medium roll |Tier 2: The players learn a clue to something significant |Tier 3: The players learn something significant |**Tier 4:**The players learn something important |Tier 5: The players learn something highly important
High roll |Tier 3: The players learn something significant |Tier 4: The players learn something important |Tier 5: The players learn something highly important |Tier 6: The players learn all they can The idea is that, instead of preparing specifically what players find/learn/receive, where they find it, how they find it, etc., you only prepare these 6 Tiers of rewards. Tier 0 is the lowest, Tier 6 the highest.
Let's say players want to learn something about the plans of the local commander. They can go to their headquarters in the city center and stand outside: that's Tier 0. They haven't rolled anything yet, they haven't attempted anything dangerous, but they do already see something. For example, they see guards are posted outside. They see the walls are pretty high and difficult to climb over. They see a watch tower with 2 guards looking over the compound grounds. All that information is 'free', not locked behind a skill check. We'll call this the 'unaltered situation': nothing risky has been attempted yet.
Next, a player might attempt to gain more information by looking around: roll a Perception check. This is a little bit of risk: if the guards spot the player peeking around, they might start asking questions. On a low roll. they get a Tier 1 reward: they learn something significant can be learnt (there is another entrance/the guards rotate at noon). On a high roll, they actually learn something significant (the Evil Alchemist has entered the compound).
Instead of attempting a Perception check from a safe distance, they might try something more daring: break into the compound. Here, the Tier 1 reward from their first check could help: it allows them to move further into the table above.
Breaking in is a high risk/cost, and your players deserve more rewards for doing it. When they break in, without making any checks or rolls, they're already automatically at Tier 3: the best result they could get from just observing from a safe distance. But now they can make a check, which will result in much better rewards.
Any time players 'unlock' a certain Tier they also know how to move to the next Tier. So when they get a Tier 2 on their Perception check, they know what they need to do to move further in the Medium risk/cost column, since they already unlocked the base Tier for that column.
Risk and cost are interchangeable. Breaking into the compound is high risk but little cost, but casting a high-level spell with an expensive material component, paying a lot of gold to bribe a guard, or spending three days researching a certain topic are all high costs. You as a DM don't have to determine how the party pays these prices, as long as you acknowledge they have spent resources and deserve a reward for that.
This is, of course, only a concept, not a rigid mechanical system you should stick to. If it makes sense for players to start at a later column, or that certain rewards can't be gained at this particular time, it's better to deviate from the system.
Let me know what you guys think!