1. Every player receives 1 Action Die per session. An Action Die provides a +5 bonus to a single D20 roll until 11th level when it increases to a +10.
2. After using your action die you can make a luck check DC 20. If you succeed you can keep your action die to use again that session. If you try an additional luck check later, that DC changes to 21, and keeps going up by 1 every time you try.
3. Anytime you confirm a Natural 20 critical hit, you earn an action die for that session. (You roll a Nat. 20, and then roll a 16 + modifiers would hit, you have confirmed the Nat 20 crit and earned an action die).
4. Anytime you score a critical hit you can forgo the crit and earn an action die, this even applies if you look at the crit card and decide not to take the crit. This does not apply to creatures that can’t be crit.
5. The DM can award Action Die for actions deemed worthy, think of it like unlocking an achievement on XBOX. He can eliminate action dice for actions deemed unworthy, such as not keeping good notes on where you got your stuff.
6. The primary note keeper of the game will start with an extra action die.
7. Some sessions may end in the middle of a scenario, when this happens the DM may opt to keep Action Die status current until end of scenario.
8. Anyone may spend two action dice to provide a co-player with an action die bonus. If that player also used an action die on their self, the bonus’ stack.
9. Anyone may spend two action dice for an extra move action that is an immediate action.
10. Anyone may spend two action dice to gain access to a feat that they qualify for. So you can’t spend two action dice for Combat Expertise unless you have an Intelligence of 13 for example.
11. Anyone may spend two action dice to increase the magical bonus on a magic weapon by +1 for the encounter.
12. Anyone may spend two action dice to utilize a magic item once or for one round depending on type that is not normally available for them to use or not on their spell list.
13. Anyone may spend one action die to act in a surprise round.
14. Spell casters may spend two action dice to increase their caster level by 2.
15. Spell casters may spend two action dice to keep a spell they just cast as long as it is not the highest level spell they are capable of casting.
Reminder: Your luck score is also a finite number of Hero Points. Hero Points are much more powerful than action dice. Examples of use: Restore all spells as if you just rested, Heal 100 points, Gain DR 50/+5 for a number of rounds equal to your luck score bonus. Guaranteed saves vs all spells for 1 round. Gain the effects of any one spell equal to the highest level you can cast or could cast if you were an equivalent level caster. Add a magical property to a weapon for an encounter. Gain an immunity for a number of rounds equal to your luck score bonus. Etc. Etc.
How are you generating the luck score? For hero points do they adjust by one number or by modifier (thus, if you have 16 (+3) does it reduce to 14 (+2) or 15 (+2). If you are under 10 and thus a negative modifier, is the minimum one round? Is there a limit to the magical property (a +5 equiv, +3, +1, dependent on luck score modifier, great duration for lower bonus, etc.)
ReplyDeleteWe will roll your luck score like before, 4d6, can roll a 2nd time if you throw away your first. If your luck score was a 16 and you spent a point as a hero point it becomes a 15. Thus, your luck modifier would drop to a +2. If you spent another hero point, it would drop your luck score to 14, but your modifier would stay +2. Yes the minimum is 1 round if you are referring to DR50/+5. Your question on is there a limit, yes there is a limit but its a hero point so it kind of depends on the situation, but I think +5 equivalent is the max. I listed those as examples, the point is suppossed to be that you have a way to avoid death or do the spectacular, break a specific rule, etc but it cost you a point from the added stat of Luck.
ReplyDeletewhy penalize someone for being lucky? that is in effect what hero points are: a character getting lucky in a given situation. to then take away from their luck score and worsening their modifier they are making themselves progressively unlucky as they go. this is also an overly complicated system. keep it simple!! have a set number of hero points and a set luck score independant of each other.
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ReplyDeleteYou aren't being penalized, you were being given something extra, but much like a cat has nine lives, as you do the miraculous, your number of miracles reduces and you don't get quite as lucky as before. As far as being overly complicated, the core rule, you have one action die, it’s worth a +5 isn't difficult, all the rest is extra options and ways to earn action dice. I don't understand what is difficult about it. Regarding the penalty I don't see how giving you an extra tool, which luck, action dice, and hero points are, is a penalty. The hero points didn't change from before, only the action dice did. Hero Points were intended to be a “get out of hell free” type of thing. Action dice were intended to be representative of your luck. Doesn't really matter, we'll just scrap it.
ReplyDeleteI don't think it's any good to scrap it. It just requires some imagination is all. I just had questions to clarify the purpose rather than the specifics.
ReplyDeletei wasn't saying get rid of it. you wanted my opinion. my opinion is it is complicated when it doesn't have to be. that said, i can work with the system. i'm just that good! :)
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