Hey shields,
some players tend to act very strategic on their turn decisions, like:
Alice: “I try to climb the tree.”
Bob: “I help her.”
GM: “Cool, Alice, roll EASY STR”
Chris: “Can I help to?”
GM: “Sure”
Alice: “Is it getting easier?”
Chris: “If no, I’ll do something else”
Sure, the circumstances will help to determine whether help is allowed or not. But tbh, I’d like to achieve three more things:
- Players describe how they are helping instead of just “meeeh, I help”
- Players feel awesome and useful while helping.
- Not adding tons of rolls or complicated mechaniscm.
Hence I’m brainstorming around the following idea:
Add EFFORT to a CHECK when HELPING.
I’d like to discuss that idea with you guys!
Alice: “Ok I’ll try to climb the tree.”
Bob: “Oh yeah, I’ll assist her with leg-up”
Chris: “Oh me too. Let’s try to push her up together”
GM: “Awesome. Alice, roll STR, and add BASIC EFFORT from Bob and Chris”
Everybody is rolling, everybody is contributing to the success, things get more likely, nobody is turned down or feels useless.
That could also work for ATTEMPTs:
Alice: “Ok, I try to force open the airlock.”
Bob: “Neat, Let’s use that metal pipe for leverage.”
Chris:“Oh yes, I’ll grab and pull too!”
GM: “Awesome. Who has the highest STR? Roll and add TOOL EFFORT of the other PCs.”
* dice noice *
Chris: “Yes! mod 13 plus 3 and 2. Enough to beat TARGET 15, yay!”
GM: “Cool! Give me some TOOL EFFORT too, Chris!”
Chris: “Got 2”
GM: “Huge! 7 points of EFFORT, the 1 HEART is nearly done”
Cheers,
glocke