Here I come to save the day!
Hi, I finally figured out how to log in again, LOL, I really hate these new boards...
**curses and shakes his fist at the sky**
Here is my official "unofficial" conversion of Spycraft's Action Dice to D&D 3e. As I don't own SW, I can't convert it exactly. You should be able to easily extrapolate my 3e version to SW, however!
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.
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 Armor Class: 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 NPC’s 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.
BONUSES BY CHARACTER CLASS
These are class abilities only gained by characters
who begin their adventuring career in one of these
classes. They are 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).
TWO NEW ABILITIES
EDUCATION CHECK:
Your character knows more than his knowledge skills
might indicate. These skills are based on his
background (education and prior experiences).
Anytime you feel your character should know a piece
of information based on his background, you can ask
the DM to make an education check. The DM assigns
a DC (10-15 for simple information, or up to 30 for
complex information).
To make an Education check, you roll 1d20 and add
your character level plus your Intelligence modifier. If
the check succeeds, you learn the information. If you
fail, you do not know the information.
INSPIRATION CHECK:
Sometimes, a sudden flash of insight strikes you.
When you are stumped as to what to do next, you can
spend an action die and make an Inspiration check.
You can ask the DM to make an inspiration check.
The DM assigns a DC (10-15 for something obvious,
or up to 30 for complex or not obvious courses of
action). The higher your roll beats the target DC, the
better the hint you get.
To make an Inspiration check, you roll 1d20 and add
your character level plus your Wisdom modifier. If
the check succeeds, you get a hint as to what to do
next. If you fail, you do not get a hint.