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Spycraft Action Dice in 3E D&D
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<blockquote data-quote="Wulf Ratbane" data-source="post: 210381" data-attributes="member: 94"><p>We tried them last week in my existing game. The players had d8s due to their level.</p><p></p><p>1) The character who just took a level of Fatespinner was not happy.</p><p></p><p>2) The paladin who has a keen, bursting weapon and Improved Crit was not happy.</p><p></p><p>3) The cleric who burned through almost his entire pool making a saving throw vs. a nasty trap, and then again on his AC (to avoid being plastered by a fire giant) amazingly enough, didn't seem happy either. Go figure. He benefitted more than anyone else, the action dice saved his life <em>twice</em>, but I got the impression he felt it was unfair that he was spending all his dice!</p><p></p><p>4) Action dice make it even tougher on a DM to appear impartial. If you're not ready for your players to hate you, you are not ready to use action dice. I ended up using mine to hit the tank-like paladin a couple of times, which went over ok. On the other hand, if I had used them to squash the cleric, there would have been a mutiny.</p><p></p><p>The comments above about character development are true. I don't think you can just stick action dice into an existing game. 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.</p><p></p><p>Just my .02!</p><p></p><p></p><p>Wulf</p></blockquote><p></p>
[QUOTE="Wulf Ratbane, post: 210381, member: 94"] We tried them last week in my existing game. The players had d8s due to their level. 1) The character who just took a level of Fatespinner was not happy. 2) The paladin who has a keen, bursting weapon and Improved Crit was not happy. 3) The cleric who burned through almost his entire pool making a saving throw vs. a nasty trap, and then again on his AC (to avoid being plastered by a fire giant) amazingly enough, didn't seem happy either. Go figure. He benefitted more than anyone else, the action dice saved his life [i]twice[/i], but I got the impression he felt it was unfair that he was spending all his dice! 4) Action dice make it even tougher on a DM to appear impartial. If you're not ready for your players to hate you, you are not ready to use action dice. I ended up using mine to hit the tank-like paladin a couple of times, which went over ok. On the other hand, if I had used them to squash the cleric, there would have been a mutiny. The comments above about character development are true. I don't think you can just stick action dice into an existing game. 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. Just my .02! Wulf [/QUOTE]
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