Saturday, September 09, 2006

Action Dice

A slightly modified version of the action dice mechanic from the Spycraft game is being used in place of the Action point system from Eberron. A variation on the "Left for Dead" fate point option from the Conan RPG (page 68) has also been included.

At the start of each session, mission or adventure stage (as indicated by the GM) characters start the game with 3 action dice. As the game progresses the GM can give extra action dice to players for any behaviour worth rewarding - good role playing, a creative or well thought of idea, solving a situation in an innovative fashion, etc. Extra action dice are typically handed out at a rate of one every 10-30 minutes, and usually in a way that gives everyone an opportunity to earn them.

When a GM gives an action die to another player, he also gives himself an extra one. The GM can use action dice in a similar way to the players.

Players have the following options:
1) Boost a die roll.
Not all die rolls can be boosted (e.g. those that relate to character generation definitely cannot). But attack rolls, saving throws and skill rolls always can. Initiative and damage rolls can also be boosted, but no more then one die can be spent to boost these two rolls. The result of the rolled action dice is added on to the roll to be boosted. If a 4 is rolled on the d4, the dice "explodes" - 4 is added to the roll and it is rolled again. Dice can continue to explode (similar to shadowrun dice rolling).
2) Boost your armor class.
You may spend one action die to increase your AC by 2 for a number of rounds equal to the action die roll result.
3) Heal your character.
Outside of combat you may spend action dice to heal, subtracting the action die roll result from the hit point damage you have taken.
4) Activate a threat on a skill check.
When you roll a 20 on a skill check you can spend an action dice to score a critical success, you can ask the GM what the result of a critical success would be for that check, it would typically be the most perfect result obtainable for the check in the situation.
5) Activate a threat on an attack roll.
When you roll a 20 (or less depending on the weapon) on an attack roll you can spend an action dice to score a critical hit. You can use this to cause the same critical hit result as if your follow up roll succeeded (as per normal D&D critical hit rules), without having to make the follow up roll. Alternatively you can force your opponent to make a damage save (fortitude save versus 10 + half the damage suffered, round down) or be knocked out. As a final alternative the character may elect to replace the damage with an automatically successful special maneuver (trip, disarm, bull-rush, sunder, etc), if the weapon and range could realistically provide that result.
6) Activate an opponent's error.
If the opponent rolls a 1 (or sometimes slightly higher then a 1) on a skill roll or an attack roll, you can spend one or more action dice to force a critical failure. The GM will describe likely results depending how many action dice you want to spend. Typical results include a weapon or item being dropped or broken, or a skill result having an effect the opposite of what was intended.
7) Have their character "Left for Dead".
If at the end of combat a character has between -1 and -10 hit points, and he is at the mercy of the surviving enemy (because other PCs are dead, have fled, or been captured, etc) the character may spend an action dice in order to be left for dead. The GM will then provide a way for him to revive to 1 hit point at a safe opportunity later on.

Generally you spend action dice on your own character, it is not normal for you to be permitted to spend action dice helping another character.


Source: Spycraft RPG (ver 2.0) pg 61-63, Crafty/AEG
http://www.crafty-games.com/dnn/
http://www.spycraftrpg.com/


My thoughts

This is the best RPG mechanic I have ever seen, as it gives the player a way to do something a bit more special at a time chosen by them. It is also a great reward for good player contributions, as it lets them achieve more favourable outcomes within the game without resorting to undisclosed bias.

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