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Need help convering Spycraft action dice to Star Wars
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<blockquote data-quote="Radiating Gnome" data-source="post: 202540" data-attributes="member: 150"><p><strong>Action Dice</strong></p><p></p><p>I tried adding action dice to one of my regular D&D gamne sessions -- I love the idea of action dice, but in practice they didn't work very well for our group.</p><p></p><p>To begin with, the dwarven axe machine has invested a great deal of his character development into maximizing his chance to inflict critical hits. Having to spend action dice to convert a threat to a critical really gelded his character, and it just wasn't really very fair to him. </p><p></p><p>Overall, I found that it was very hard to have any of the characters in the game suffer the effects of a spell, as then tended to save their dice for saving throws. </p><p></p><p>BUT that's something you can work with much better. I think that if you're going to add action dice to SW or D&D or any other system, you need to at the very least do it right from the beginning. I would not add it to an existing game, because it can have dramatic effects on character development. </p><p></p><p>Other than that, it should be an easy transition to make. You might want to just skip the idea of each class having one area in which they excell with action dice -- that might get to be a little too much. Or just use some common sense with each class, using the Spycraft classes as a guide, to assign the area in which each class can roll extra action dice.</p><p></p><p>-rg</p></blockquote><p></p>
[QUOTE="Radiating Gnome, post: 202540, member: 150"] [b]Action Dice[/b] I tried adding action dice to one of my regular D&D gamne sessions -- I love the idea of action dice, but in practice they didn't work very well for our group. To begin with, the dwarven axe machine has invested a great deal of his character development into maximizing his chance to inflict critical hits. Having to spend action dice to convert a threat to a critical really gelded his character, and it just wasn't really very fair to him. Overall, I found that it was very hard to have any of the characters in the game suffer the effects of a spell, as then tended to save their dice for saving throws. BUT that's something you can work with much better. I think that if you're going to add action dice to SW or D&D or any other system, you need to at the very least do it right from the beginning. I would not add it to an existing game, because it can have dramatic effects on character development. Other than that, it should be an easy transition to make. You might want to just skip the idea of each class having one area in which they excell with action dice -- that might get to be a little too much. Or just use some common sense with each class, using the Spycraft classes as a guide, to assign the area in which each class can roll extra action dice. -rg [/QUOTE]
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Need help convering Spycraft action dice to Star Wars
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