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You've Got Spycraft in my D&D
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<blockquote data-quote="Morpheus" data-source="post: 4243830" data-attributes="member: 612"><p>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:</p><p></p><p>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);</p><p>2) Critical successes for skills as well as in combat; </p><p>3) Activating criticals with action dice;</p><p>4) Using weapon qualities (i.e. masterwork is better than normal so it takes twice as many action dice to activate a critical fumble);</p><p>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</p><p>6) The Chase dramatic conflict rules (haven't needed them yet).</p><p></p><p>  Anyone else have any similar Spycraft rules they are using in their D&D?</p></blockquote><p></p>
[QUOTE="Morpheus, post: 4243830, member: 612"] 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? [/QUOTE]
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