Teamwork rule sounds great. I like that other successes are not added straight together but rather give another possibility, a sort of "save" for the original task roll.
As in this example all characters make the same check to get the boat moving I don't see why (for example) stealth would be different. Granted, probabilities would be different as I pointed out but to keep a stealth scene going maybe players with extra successes could hand out these to others with not enough successes so they could make extra rolls similar to this. Maybe these extra rolls save the situation or not, but at least they give more excitement as it is still uncertain if unsuccessful characters will succeed with the extra die.
Maybe some of those help dice should be also handed to guards as this extra speaking, waving etc. causes unnecessary commotion and now those who succeeded risk of getting noticed. This idea assumes that stealth check is opposed by some notice roll by the guards.
Multiple Stealthy Characters
- Marras
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Re: Multiple Stealthy Characters
Well, the difference is that...Marras wrote:As in this example all characters make the same check to get the boat moving I don't see why (for example) stealth would be different.
a) in the boat scene, a character with little strength isn't required to participate if he can do something more useful, but in the stealth scene he can't really opt out and use another skill
b) in the boat scene, the weaker characters will help the stronger one to succeed, but but in the stealth scene the non-sneaky guys are basically a hindrance
So, it rather sounds like we should turn the teamwork mechanic upside down somehow. A "discordant teamwork" of sorts. Hmm...
Last edited by higgins on 02 Sep 2014, 08:12, edited 1 time in total.
Reason: edited to make the example fit the quote =)
Reason: edited to make the example fit the quote =)
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- Marras
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Re: Multiple Stealthy Characters
You are, of course, correct. In stealth less skilled are a liability. Hence my suggestion that those character who succeed can burn some of the successful rolls to give extra dice for those who fail.
For example. While 3 mercenaries try to sneak over a yard towards their target building a lone guard tries to keep alert. Guard gets only 1 success while mercenary 1 gets 3 successes, merc 2 get 1 success and merc 3 gets 2 successes.
Mercs 1 and 3 are safe but merc 2 is about to botch the whole job by getting to a too clear path. Merc 1 grabs merc 2 by the arm and drags him to a better cover deciding to burn 1 success to help his friend. Merc 2 can use the help dice as an extra to try and boost his roll to 2 successes. Let's say that merc 2 rolled a success from that extra help die. Now all three mercs have 2 successes against one success of the guard.
As I don't really know how opposed roll works in 'Bastards I use my best guess
For example. While 3 mercenaries try to sneak over a yard towards their target building a lone guard tries to keep alert. Guard gets only 1 success while mercenary 1 gets 3 successes, merc 2 get 1 success and merc 3 gets 2 successes.
Mercs 1 and 3 are safe but merc 2 is about to botch the whole job by getting to a too clear path. Merc 1 grabs merc 2 by the arm and drags him to a better cover deciding to burn 1 success to help his friend. Merc 2 can use the help dice as an extra to try and boost his roll to 2 successes. Let's say that merc 2 rolled a success from that extra help die. Now all three mercs have 2 successes against one success of the guard.
As I don't really know how opposed roll works in 'Bastards I use my best guess
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Re: Multiple Stealthy Characters
And if you go helping others too much, you might run out of successes and get caught yourself, so, that's pretty good. Definitely an option. We'll toss it around.
P.S.
Yes, opposed rolls work just like you assumed.
So, #1 is standard teamwork rules, #2 is the potential discordant teamwork and #3... isn't really covered by either and you can't really give tips or help one-another, so, I guess we'll leave that alone for now.Marras wrote:I see 3 different cases in your examples (using traditional systems).
1) Group stealth is a situation where each and everyone have to succeed for the group to succeed.
2) Group first aid and ambush detection for example are situations where you only need one character to succeed for the group to succeed.
3) Swimming and endurance running are good examples of situations where every character is for himself. Each failure fails that character but does not directly affect others.
P.S.
Yes, opposed rolls work just like you assumed.
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Re: Multiple Stealthy Characters
You can definitely run out of successes yourself especially if some of the help dice is also given to opponents as extra dice
Actually #1 is teamwork and #2 is potential discordant teamwork #3 doesn't really need any special rules (in my opinion).
Actually #1 is teamwork and #2 is potential discordant teamwork #3 doesn't really need any special rules (in my opinion).