We just started a new Eberron campaign with the Pathfinder playtest rules and I thought it would be a great time to also introduce some of the Spycraft mechanics that I think work particularily well (we had just finished playing a two-session Spycraft playtest). Here is what I'm using:
1) Action dice that are per session instead of per level. They also 'explode' (comtiue rolling if a PC rolls the highest value). I also award action dice during the session if someone does something 'cool' (such as jumping on a web suspended between two towers in Sharn to get at the Daask gnolls who are attacking the sky coach driver);
2) Critical successes for skills as well as in combat;
3) Activating criticals with action dice;
4) Using weapon qualities (i.e. masterwork is better than normal so it takes twice as many action dice to activate a critical fumble);
5) Extended skill checks (where the PC has to roll a set number of successes to complete the task-i.e. searching a library for a particular book); and
6) The Chase dramatic conflict rules (haven't needed them yet).
Anyone else have any similar Spycraft rules they are using in their D&D?
1) Action dice that are per session instead of per level. They also 'explode' (comtiue rolling if a PC rolls the highest value). I also award action dice during the session if someone does something 'cool' (such as jumping on a web suspended between two towers in Sharn to get at the Daask gnolls who are attacking the sky coach driver);
2) Critical successes for skills as well as in combat;
3) Activating criticals with action dice;
4) Using weapon qualities (i.e. masterwork is better than normal so it takes twice as many action dice to activate a critical fumble);
5) Extended skill checks (where the PC has to roll a set number of successes to complete the task-i.e. searching a library for a particular book); and
6) The Chase dramatic conflict rules (haven't needed them yet).
Anyone else have any similar Spycraft rules they are using in their D&D?
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