Kaptain_Kantrip
First Post
Action Dice for D&D 3e!
(Adapted from AEG's excellent new d20 game Spycraft---YOINK!)
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USING ACTION DICE
Action dice can be used even after you have already rolled (and failed), but not after the DM has described
what the result of your original, unaltered roll is. You can keep spending action dice until you run out, or
the DM describes the outcome.
You can’t use Action Dice to alter leveling effects such as hit point rolls, ability score increases of any
kind, or rolls for starting income.
USES
1. Add to a die roll: You roll the die and add it to your d20 attack, save or skill check roll. If you
roll the maximum number possible (4 on a d4 for example), the die “explodes” allowing you another roll.
You then add the two action die roll results together and add that to your d20 roll.
2. Add to AC: You roll the die and add it to your AC for one round.
3. Activate threats and DM errors: If you score a “threat” (20 or another number in your threat range)
you can spend an action die to turn it into a critical success. You can use an action die to negate a critical
failure, or turn an NPCs error into a critical failure.
4. Heal yourself: You can use them to heal yourself outside of combat (4 hit points per action die spent).
5. Ask for an inspiration check: If you’re stumped, you can ask the DM for an inspiration check. If he
agrees, you spend an action die and roll 1d20, adding your character level, against a DC set by the DM.
With success, you receive a hint about what to do (the better you beat the DC, the better the hint).
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PLAYER’S DICE:
At levels 1-5, each PC gets 3 action dice (d4) per game session. At levels 6-10, you get 4 (d6) action dice.
At levels 11-15, you get 5 (d8) action dice. At levels 16-20, you get 6 (d10) action dice. You can get more
action dice in the same session by DM award for clever ideas, jokes that crack him up or for other actions.
Unspent action dice are lost at the end of the game session. You receive a fresh pool of action dice next
session.
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DM’S DICE:
The DM gets a number of (d12) action dice equal to the highest level PC + the number of PCs in the
group. Every time the DM hands out a bonus action die to a PC, the DM gets another bonus action die.
The DM uses his action dice to turn PC errors into critical fumbles or for NPC actions/threats.
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ACTION DIE BONUSES BY CHARACTER CLASS
These are class abilities only gained by characters who begin their adventuring career in one of these
classes. It is not gained by multiclassing.
Barbarian/Fighter: Accurate! Whenever you spend an action die to add to an attack roll, or to a
Strength or Constitution-based skill check, two dice are added instead of one (e.g., a 1st-level character’s
bonus of 1d4 becomes 2d4).
Bard/Cleric/Paladin/Sorcerer: Adaptable! Whenever you spend an action die to add to a Charisma or
Wisdom-based skill check, two dice are added instead of one (e.g., a 1st-level character’s bonus of 1d4
becomes 2d4).
Monk/Ranger/Rogue: Dexterous! Whenever you spend an action die to add to a Dexterity-based skill
check, two dice are added instead of one (e.g., a 1st-level character’s bonus of 1d4 becomes 2d4).
Wizard: Astute! Whenever you spend an action die to add to an Intelligence-based skill check, two dice
are added instead of one (e.g., a 1st-level character’s bonus of 1d4 becomes 2d4).
(Adapted from AEG's excellent new d20 game Spycraft---YOINK!)
__________________
USING ACTION DICE
Action dice can be used even after you have already rolled (and failed), but not after the DM has described
what the result of your original, unaltered roll is. You can keep spending action dice until you run out, or
the DM describes the outcome.
You can’t use Action Dice to alter leveling effects such as hit point rolls, ability score increases of any
kind, or rolls for starting income.
USES
1. Add to a die roll: You roll the die and add it to your d20 attack, save or skill check roll. If you
roll the maximum number possible (4 on a d4 for example), the die “explodes” allowing you another roll.
You then add the two action die roll results together and add that to your d20 roll.
2. Add to AC: You roll the die and add it to your AC for one round.
3. Activate threats and DM errors: If you score a “threat” (20 or another number in your threat range)
you can spend an action die to turn it into a critical success. You can use an action die to negate a critical
failure, or turn an NPCs error into a critical failure.
4. Heal yourself: You can use them to heal yourself outside of combat (4 hit points per action die spent).
5. Ask for an inspiration check: If you’re stumped, you can ask the DM for an inspiration check. If he
agrees, you spend an action die and roll 1d20, adding your character level, against a DC set by the DM.
With success, you receive a hint about what to do (the better you beat the DC, the better the hint).
_____________
PLAYER’S DICE:
At levels 1-5, each PC gets 3 action dice (d4) per game session. At levels 6-10, you get 4 (d6) action dice.
At levels 11-15, you get 5 (d8) action dice. At levels 16-20, you get 6 (d10) action dice. You can get more
action dice in the same session by DM award for clever ideas, jokes that crack him up or for other actions.
Unspent action dice are lost at the end of the game session. You receive a fresh pool of action dice next
session.
_____________
DM’S DICE:
The DM gets a number of (d12) action dice equal to the highest level PC + the number of PCs in the
group. Every time the DM hands out a bonus action die to a PC, the DM gets another bonus action die.
The DM uses his action dice to turn PC errors into critical fumbles or for NPC actions/threats.
_____________
ACTION DIE BONUSES BY CHARACTER CLASS
These are class abilities only gained by characters who begin their adventuring career in one of these
classes. It is not gained by multiclassing.
Barbarian/Fighter: Accurate! Whenever you spend an action die to add to an attack roll, or to a
Strength or Constitution-based skill check, two dice are added instead of one (e.g., a 1st-level character’s
bonus of 1d4 becomes 2d4).
Bard/Cleric/Paladin/Sorcerer: Adaptable! Whenever you spend an action die to add to a Charisma or
Wisdom-based skill check, two dice are added instead of one (e.g., a 1st-level character’s bonus of 1d4
becomes 2d4).
Monk/Ranger/Rogue: Dexterous! Whenever you spend an action die to add to a Dexterity-based skill
check, two dice are added instead of one (e.g., a 1st-level character’s bonus of 1d4 becomes 2d4).
Wizard: Astute! Whenever you spend an action die to add to an Intelligence-based skill check, two dice
are added instead of one (e.g., a 1st-level character’s bonus of 1d4 becomes 2d4).
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