Project Nemesis is a fan driven website for games that use the One-Roll Engine (like Nemesis, Wild Talents, Reign and Monsters) or Chaosium's Basic Roleplay System (BRP) (like Call of Cthulhu) and the Delta Green setting.
Each die in a pool that exceeds 10 allows the player to re-roll a die after they have been cast.
For example: one character in my Fallout game is a major user of combat
drugs. When he gets his weapon skill + Coordination to 12 with
pharmaceutical enhancement, he can roll 10 dice and then re-roll any 2
he wants.
You can always use multiple sets that you roll,
without declaring or taking a penalty for multiple actions, with the
caveats that:
a) You can only use them for the skill that you rolled
b) you can't use multiple sets against the same target.
So the advantage of declaring multiple actions and taking the penalty
is that you can use two skills at once, or attack/use a skill on the
same target multiple times.
For gunfights with semiautomatic weapons, I use the lowest loose die as
the number of shots actually fired. Higher skill levels result in a
greater chance of that lowest loose die being a 1, so you're more
efficient with your killing. Untrained characters throw around tons of
ammo to get a single hit.
I also have a "roll with the blow" rule - if you get hit, you drop ALL
remaining sets (assuming you had at least one), fall over, and can roll
Body + Vigor and get Width + 1 in light armor. Your next action must be
defensive (run, parry, dodge, take cover).
You can take an Assist action, and throw Width in dice to someone else
next round, or take it yourself. Wild Talents has this as a function of powers,
but I like the general utility of it, so if players do it creatively
they can use anything they like for an assist.
My players really dig it, and it gives them something to do when
there's a mismatch between their characters' capabilities and the
current menace. They can assist the guy who's making an impact.
So... innocent bystanders... I came up with a quick way of handling them in play for last night's Aeon Mall game. I take a handful of dice representing Bad Things Happening to Good People (or whatever... it can represent all kinds of things, but really easily maps to innocent bystanders).
Not everybody likes to roll buckets of dice for the bad guys that threaten the PCs. Here are a couple of options to make various threats more "GM friendly".
I got a weird idea today, so I followed through and come up with this
little One-Roll gizmo that generates NPC descriptions. There's no stats
or anything, just a short list of quirky things that you can mention
when designing a random guy to talk with the party. A little
explanation, then I'll post the stuff.