What are “Action” Dice?
Action Dice are one way to represent the “hero factor” with in a D20 game. An action die is a d6 that may be added to your own roll for a more favourable outcome. Any number of action dice may be added to a single d20 or d100 roll. Only one action die maybe added to a damage roll. Action Dice may not be used to enhance any other variable roll (such as “summon d4-1…”). Should an action die result in a natural 6 the die “explodes”. An “exploding” action die may be rerolled after its resulting 6 has been added. Action Dice must be applied to a roll before you state the resultant number of that roll.
In a module that awards 3 XP or more upon completion action dice pools will be replenished at the beginning of each session. Remaining action dice at the end of a session will not carry over to the subsequent session.
In a module that awards 1 XP upon completion remaining action dice will carry over until the completion of that module and action dice pools will not be replenished.
Action dice are non-transferable.
Other Uses: Players
- When a player confirms a critical hit that player may spend one action die, from their pool, to gain access to the Critical Hit Deck for the effect of that attack.
- When the Game Master has an attack roll result in a natural 1 any player, whose character is present, may spend one action die, from their pool, to grant the effect of one random card from the Critical Fumble Deck on that attack.
How Many Action Dice Do Players Get?
Are awarded for actions and behaviours the group wishes to encourage, such as:
- + 1 Die For Being on time and ready to play.
- + 1 Die For Providing a food or beverage for the group to partake in.
- + 2 Die If the food provided is a meal.
- + 1 Die For An entry in the Adventure Log.
- All other dice distributed at current GM’s discretion.
Other Uses: Game Master
- When the Game Master rolls of a critical threat they may spend an action die to gain access to the Critical Hit Deck for the effect of that attack., automatically confirming it as a critical hit. The number of cards drawn are in relation to the critical multiplier of the successful attack. With a x2 multiplier draw one card. With a x3 multiplier draw two cards. With a x4 multiplier draw three cards. You may only gain the benefit of one of these cards. Apply the listed effect on your chosen card based on what type of weapon was used (bludgeoning, piercing, slashing or magic). Alternatively, the Game Master may exercise the option of rolling to confirm the critical threat. Upon this confirmation the creature does the extra damage as a normal critical hit.
- When a Non-Player Character or Player Character has an attack roll result in a natural 1 the Game Master may spend an action die, from their pool, to grant the effect of one random card from the Critical Fumble Deck on that attack.
- Twice per level or once per single session modules, the Game Master may designate the current encounter as a dramatic scene. In a dramatic scene, the odds are stacked against the Player Characters by giving the Game Master several advantages:
- The Game Master’s action dice explode when its roll results in a natural 1 and a natural 6.
- The Game Master may spend action dice to increase the result of a creature’s Initiative check during combat on its turn. This creature’s Initiative check will “roll-over”, start counting up from 0, should this increase take the Initiative check over 20 plus that creature’s Initiative Modifier.
- After an attack has hit a Non-Player Character, the Game Master may spend action dice to retroactively boost that creature’s Armour Class or Combat Maneuver Defence regarding that singular attack.
- The Game Master may spend an action die to boost any Difficulty Class.
How Many Action Dice Does the Game Master Get?
The Game Master will get half of the total number of action dice distributed to the players, at the beginning of the session. As with all things Pathfinder this half is rounded down. Also, the Game Master will receive one action die for every die they award to players.