Kid Charlemagne said:I guess the most damning thing I can say is that after testing it out in that game, it didn't even cross my mind until just now that I might implement it in any of my games. It just didn't add anything in my view. The concept left my mind the second the game ended. I'd like a new mechanic to be something that captivates my imagination, and on that level this one failed.
posted by Wulf
I really wanted them to work out, cause I think it's a neat mechanic, but I think with the high level of magic in D&D (as opposed to Spycraft) you just don't need them. As their character level increases, players have access to correspondingly powerful spells and magic items to boost their stats and their rolls. With Spycraft, I think action dice fill this need.
posted by the Kap'n
Also, we have had the DM use his action dice to screw us out of our Action Dice results several times, but he never does it if it will get us killed (at least at that particular moment). One DM Action Die (d12) is reserved for an NPC on our team per session, which any player can call in to activate as needed.
Abraxas said:Has anyone used the Action Dice idea from Spycraft in their D&D game? If so how did it affect play?
Of particular interest to me is the effect on spellcasters (both sides boosting saving throw rolls). Did you allow spellcasters to boost the save DCs of their spells?
Im planning a low magic campaign and thought the use of action dice might offset the loss of magic in general.
Thanks for any info.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.