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<blockquote data-quote="Painfully" data-source="post: 1505850" data-attributes="member: 601"><p>That's the most long winded explanation for a one line HOUSE RULE I've ever seen!</p><p></p><p>Every GM brings with them their own style of play. The action dice system as it is explained in the Stargate rulebook has yet to pose any problems IME.</p><p></p><p>If it ever came down to the use of an action dice to kill a PC, my hope is that a GM would avoid it if there were any chance the party could change the outcome in the next few rounds of combat. Only in that particular case can I see a GM potentially "breaking" the fun of the game for a player. However, if the GM did choose to kill the PC, I would hope that it was for good effect, either for the story, or to increase the tension among the remaining players that they need to act even more urgently than before.</p><p></p><p>There are such a variety of ways to use action dice, that it doesn't make sense to focus them all on attacking PCs. The number of opportunities for a GM to use action dice as a critical failure for PCs is uncommon, and to make them lethal is even more rare. Regardless of how the GM uses his action dice, you have to remember that these dice are of limited supply during the session, and the opportunity to create critical failures will typically result in a gun jam--harmless, but it buys some time for the bad guys.</p><p></p><p>For all those uncertain of how to use action dice, I say read the rules yourself, and experiment. It's the same process for any core rule you become uncomfortable with IMO, and this one is no different.</p><p></p><p>Merric, I can see your point, but IME it isn't a big enough problem to write a house rule. It's no worse than D&D's "save or die" spells. In practice, I have yet to encounter any problems. Unless a GM decides he is, "out to get you," I don't think they could turn their action dice into the big negative you seem to suggest. And, no, I hardly think they would be "pulling punches" if they didn't explode my staff weapon at every opportunity.</p></blockquote><p></p>
[QUOTE="Painfully, post: 1505850, member: 601"] That's the most long winded explanation for a one line HOUSE RULE I've ever seen! Every GM brings with them their own style of play. The action dice system as it is explained in the Stargate rulebook has yet to pose any problems IME. If it ever came down to the use of an action dice to kill a PC, my hope is that a GM would avoid it if there were any chance the party could change the outcome in the next few rounds of combat. Only in that particular case can I see a GM potentially "breaking" the fun of the game for a player. However, if the GM did choose to kill the PC, I would hope that it was for good effect, either for the story, or to increase the tension among the remaining players that they need to act even more urgently than before. There are such a variety of ways to use action dice, that it doesn't make sense to focus them all on attacking PCs. The number of opportunities for a GM to use action dice as a critical failure for PCs is uncommon, and to make them lethal is even more rare. Regardless of how the GM uses his action dice, you have to remember that these dice are of limited supply during the session, and the opportunity to create critical failures will typically result in a gun jam--harmless, but it buys some time for the bad guys. For all those uncertain of how to use action dice, I say read the rules yourself, and experiment. It's the same process for any core rule you become uncomfortable with IMO, and this one is no different. Merric, I can see your point, but IME it isn't a big enough problem to write a house rule. It's no worse than D&D's "save or die" spells. In practice, I have yet to encounter any problems. Unless a GM decides he is, "out to get you," I don't think they could turn their action dice into the big negative you seem to suggest. And, no, I hardly think they would be "pulling punches" if they didn't explode my staff weapon at every opportunity. [/QUOTE]
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