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<blockquote data-quote="Nine Hands" data-source="post: 353702" data-attributes="member: 4919"><p>I currently use Action Dice in my higher level D&D game. Of course I tweaked some of the ways they work, but overall, I am pleased with them.</p><p></p><p>Because the game has an epic scale, I have skills, saves, and of course attack rolls automatically succeed on a 20 and automatically fail on a 1. During our playtest of the ELH we used the open ended rolling method and I noticed that if you rolled a 20 and rerolled, you most likely succeeded anyway. This was done to both cut down die rolling and keep some of that epic flavor.</p><p></p><p>You can spend an action die to do many things: Add to any roll (each class gets a certain type of roll that they get double dice to roll on), add to your Defense in for a round, etc. Criticals are handled normally for D&D but you can spend an action die to avoid confirming the critical threat. Also, players can suggest something to me, from having an item handy, to anything else they can think of. If it is within reason, I charge them a couple of action dice and move on with the plot.</p><p></p><p>The one thing I have learned with Action Dice (both in Spycraft and D&D) is that you MUST spend them as a GM/GC, if not, the party rolls over most encounters. Also you need to give them out to the players (reward the actions you like, do not reward the actions you dislike). I may mention that I will allow a reroll of a roll for 2 action dice. That sounds like a good idea <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Nine Hands, post: 353702, member: 4919"] I currently use Action Dice in my higher level D&D game. Of course I tweaked some of the ways they work, but overall, I am pleased with them. Because the game has an epic scale, I have skills, saves, and of course attack rolls automatically succeed on a 20 and automatically fail on a 1. During our playtest of the ELH we used the open ended rolling method and I noticed that if you rolled a 20 and rerolled, you most likely succeeded anyway. This was done to both cut down die rolling and keep some of that epic flavor. You can spend an action die to do many things: Add to any roll (each class gets a certain type of roll that they get double dice to roll on), add to your Defense in for a round, etc. Criticals are handled normally for D&D but you can spend an action die to avoid confirming the critical threat. Also, players can suggest something to me, from having an item handy, to anything else they can think of. If it is within reason, I charge them a couple of action dice and move on with the plot. The one thing I have learned with Action Dice (both in Spycraft and D&D) is that you MUST spend them as a GM/GC, if not, the party rolls over most encounters. Also you need to give them out to the players (reward the actions you like, do not reward the actions you dislike). I may mention that I will allow a reroll of a roll for 2 action dice. That sounds like a good idea :) [/QUOTE]
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