Dungeon-Craft? SpyDragon? Crossover help wanted

D.Shaffer

First Post
To sum up a lengthy problem, I am a big fan of Spycraft's action dice system. Currently, I am planning an X-crawl campaign with my local group of psycopathic adventurers and would much prefer that system to the mojo pool as I feel that is more along the lines of cinematic action I want. Does anyone have any ideas/suggestions for 'core abilities' for the main DND Character classes for this?
 

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I wish I could remeber who posted it, but there was a fairly long thread on this once. Basically the persona had mapped the six core abilites of the base classes in the Spycraft Espionage Handbook onto D&D's 11 core clases. Some are obvious (Soldier on to fighter). I've had a few friends tell me they wish bards had some ot the pointman abilites (assistance, lead, tactics...) so they were better equipped to help their party, so I'd guess the Pointman core ability of Generous would be a good match for Bards. Unfortunately I don't remember the rest :(. You might give Sorcerers the Mystic feat (action dice are one size bigger), and Wizards the Snoop's abilty.

The other aspect to deal with is are you going to use Spycraft's action dice powered criticals? It'll give you fewer crits than standard D&D, but those crits will come when the GM or Players really want (or need) them. Same question with skills and crits. In either case, you should probably look over the Spycraft feats and incorperate the once that let you crit without spending action dice. The Fortunate feat (one extra d4 action die per session) could also be an important addition.

Crossed with X-Crawl, huh? Sounds like fun :). I look forward to hearing how it goes.
 

Well, if worse comes to worse I plan to put them all in a bag and let the players pick one, much like they would with a feat. :)
As for crits, I'm doing both. They can score a crit the old fashioned way, but if they REALLY want that crit (Say, against the final 'end boss' in the last level of the dungeon) they can use the action dice, but they (And I), can use an action dice to cancel out a crit too so I'm hoping that balances things out.

Not sure if i'm going to allow critical successes/failure with skills though. I tend to go with a 'greater degree of success' result depending on how high over the roll they go so it might not be needed. And I'm hoping I have some fun stories to tell after the fact. :)
 

There was a thread here back when Spycraft was first released in which either Patrick or Kevin dropped in and gave recommendations for adapting action dice to D&D. I think I might have saved a copy of the thread at home (I'm at work now) so if you can't find it I'll take a look later and see if I can.

Morgernstern, are you Scott Gearin in real life?
 



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