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Spycraft Action Dice in 3E D&D
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<blockquote data-quote="Kid Charlemagne" data-source="post: 210412" data-attributes="member: 93"><p>Being the cleric Wulf mentioned who spent all of his dice trying to make a save on a Glyph, I thought I'd weigh in:</p><p></p><p>The big thing that I didn't like is that (apparently) the only way to confirm a crit is to spend an action die, and you only get 5. For my cleric in Wulf's game, that's pretty irrelevant; I think I've had one or two crits in 11 levels! However, I play a crit-maxed fighter in another game, a keen scimitar, improved criticalling machine who can crit five times in three rounds (12-20 crit range!). Action dice would cripple that character completely, because he'd run out of criticalling options so quickly.</p><p></p><p>It makes the game a very different game. I'm not sure it's a better game, or a worse game, just different. </p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Kid Charlemagne, post: 210412, member: 93"] Being the cleric Wulf mentioned who spent all of his dice trying to make a save on a Glyph, I thought I'd weigh in: The big thing that I didn't like is that (apparently) the only way to confirm a crit is to spend an action die, and you only get 5. For my cleric in Wulf's game, that's pretty irrelevant; I think I've had one or two crits in 11 levels! However, I play a crit-maxed fighter in another game, a keen scimitar, improved criticalling machine who can crit five times in three rounds (12-20 crit range!). Action dice would cripple that character completely, because he'd run out of criticalling options so quickly. It makes the game a very different game. I'm not sure it's a better game, or a worse game, just different. 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. [/QUOTE]
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