Alright, I don't post much around here-- not lately, anyway-- but I was thinking of running a Wuxia HERO one-shot in the next couple weeks, and I had an idea that I think is pretty nifty. I'm hoping someone can give me some feedback and/or tell me why it wouldn't work.
The idea is a collective Dice Pool (Action Pool? Chi Pool? Fate Pool?) shared by all PCs. For each PC in the party, one die is added to the pool. For each level of Luck present in the party, another die is added. So if you had four PCs and a total of 10 points of Luck between them, that'd be six dice in the pool (note: this is now the only function of Luck). Simple enough.
What the pool is good for:
1. Anytime a player rolls dice, he may exchange one of the dice he's just rolled for one of the dice in the pool. That is, if the pool contains dice of 6, 4, 3, and 2, and the player just rolled two 6s and a 2 to hit, he can take out one of the 6s and trade it for the 2. Now the pool contains 6, 6, 4, and 3. Another example: the next player absolutely needs this RKA to take down the guard in one shot, but he only rolled a 1 and a 3. Trade the 1 for a 6, and now the pool contains 6, 4, 3, and 1. Only one die may be exchanged per Phase (Turn?). Or maybe not.
2. A player may take dice from the pool to add an extra die of damage to an attack-- but the dice are removed permanently. The player actually rolls these bonus dice to determine how much extra damage is dealt.
3. Likewise, a player may take a die from the pool to reduce damage he's taken by an amount equal to that which he rolls on the die. Alternately, think of it as an amount of additional Resistant Defense equal to the die roll. E.g.: The 8 BODY a PC has just taken has put him down for the count. He takes a die from the pool, rolls it, and gets a 4. Now he's only taken 4 BODY.
4. This is the one that will probably meet with the most raised eyebrows. The GM gives out XP a little more generously. Or a lot. And he does it as the session progresses instead of waiting until the end. These mid-scenario XP are called Action Points (Fate Points? Ch'i Points? I dunno), and when a PC has acquired five Action Points, he can immediately spend them to buy a level of Luck-- and add a die to the pool. If he doesn't spend them, they turn into XP at the end of the session/scenario, and can be spent normally.
5. The GM can have his own dice pool as well, although most of the NPCs, being mooks, can't take advantage of it. It's reserved for the major enemies of the campaign/scenario. In addition, to prevent things getting out of hand, the GM's dice pool should be limited to something like 2-4 dice, depending on the number and strength of the primary antagonists.
This is very much geared towards cinematic, not-so-realistic games, obviously, but that's why it occurred to me while considering my wuxia game. But I figure most games tend towards cinematicism and wild action anyway, so I thought I'd throw this out there for consideration. I do see some of the weaknesses of this idea (time spent trying to decide whether or not to use the pool could be spent on the next PC's Phase, the dice pool could get quite large over time, it greatly favors the PCs, etc.), but I also don't consider any of them to be all that problematic for my own game(s).
Thoughts? Comments? Tar/feathers?


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Personally I'm hesitant to let players purchase new anythings in mid-game, if only from a book-keeping standpoint. But I like the idea of handing out additional luck dice (or whatever they're called) in mid-game, which if unused can be cashed in for XP at the end of the game. If nothing else it makes it easier for the GM to reward good role-playing without having to remember at the end of the session who did something worth rewarding. Maybe this is just a nomeclature difference: rather than handing out XP in mid-game (which players can use to buy additional luck dice), I would hand out additional luck dice in mid-game (which players can cash in at the end for XP).

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