Aid Another

General questions, debates, and rants about RPGs

Moderator: Moderators

Post Reply
TheWorid
Master
Posts: 190
Joined: Thu Jan 21, 2010 7:17 pm

Aid Another

Post by TheWorid »

How does one make it exist in the space between "suck" and "overpowered"? Perhaps I'm missing something obvious, but are there any games that do this well?

I ask because I was working on a system of treating mooks as groups, but at small numbers, they would be better off if they rolled their attack separately, and in large numbers, they auto-hit. What I want is that combining their efforts is virtually (if not actually) the same as rolling separately, to save time.
Red_Rob
Prince
Posts: 2594
Joined: Fri Jul 17, 2009 10:07 pm

Post by Red_Rob »

Perhaps a diminishing effects rule? Also, you would want to include the possibility of multiple successes to accurately represent a group effort.
Simplified Tome Armor.

Tome item system and expanded Wish Economy rules.

Try our fantasy card game Clash of Nations! Available via Print on Demand.

“Those Who Can Make You Believe Absurdities, Can Make You Commit Atrocities” - Voltaire
Username17
Serious Badass
Posts: 29894
Joined: Fri Mar 07, 2008 7:54 pm

Post by Username17 »

Aid Another works alright in Shadowrun. You make your own test, and your hits add bonus dice to the next guy in the chain. It's good enough to do, but not so good that it explodes the RNG. But then, Dicepool systems are inherently better about adding "one more bonus" without all the way cracking open than fixed RNG systems are.

-Username17
TheWorid
Master
Posts: 190
Joined: Thu Jan 21, 2010 7:17 pm

Post by TheWorid »

FrankTrollman wrote:Aid Another works alright in Shadowrun. You make your own test, and your hits add bonus dice to the next guy in the chain. It's good enough to do, but not so good that it explodes the RNG. But then, Dicepool systems are inherently better about adding "one more bonus" without all the way cracking open than fixed RNG systems are.

-Username17
That makes sense. However, I'm interested in creating parity between combined checks and multiple checks, to save time. That method involves just as many checks as doing the same action separately.

A similarly themed question is how to reduce attacks to single checks. For example, if one used a Mutants & Masterminds-esque system of "roll to wound", one could combine Attack+Damage vs. Defense+Toughness, but that screws with the probabilities.
User avatar
NineInchNall
Duke
Posts: 1222
Joined: Fri Mar 07, 2008 7:54 pm

Post by NineInchNall »

You could have the result of the aid another action add to the result rather than the resolution. In the case of aiding another during combat, instead of adding to the attack roll, the aid another action could add a status effect like trip, grapple, bull rush, or even just extra damage. The point is that while the aid another action eventually modifies the RNG in some way, it doesn't do so directly - it essentially magnifies the potence of another action already in play.
Current pet peeves:
Misuse of "per se". It means "[in] itself", not "precisely". Learn English.
Malformed singular possessives. It's almost always supposed to be 's.
Emerald
Knight-Baron
Posts: 565
Joined: Sun Jul 26, 2009 9:18 pm

Post by Emerald »

You could have aid another grant a reroll instead of a bonus, first because a lot of luck-based things grant rerolls rather than luck bonuses (and aid another could easily be described in a way to make that work) and second because it doesn't send you off the top of the RNG with a bunch of people aiding another. This also has the benefit of simplifying groups of mooks, because assuming they all have the same stat block, you can roll attacks as normal and simply take the best 1/2 or best 1/3 or whatever. It doesn't reduce the number of checks, true, but "roll a bunch of dice and take some of them" is faster than "roll a few dice, add bonuses to other rolls, repeat."
Last edited by Emerald on Wed May 19, 2010 1:47 pm, edited 1 time in total.
Post Reply