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<blockquote data-quote="rvaughn_ffg" data-source="post: 1484514" data-attributes="member: 10707"><p>"And I'll form the head!"</p><p></p><p>Our initial plan is to use party cooperation, followed soon after by inter-party conflict! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />. When the players form a gestalt, they have a reasonable amount of time to decide what to do (GM's discretion). When they do take an action, the players rotate rolling the resolution dice . . . I've seen this sort of thing happen in other games, where one player makes a roll for the whole group, and it's usually an edge-of-seat moment. If they haven't decided as a group what to do by that time, they can't take an action. The big multi-bot bots were often easily confused, distractable, and off their rockers, and this reflects that.</p><p></p><p>On the less friendly side, there's also the "take control" option. Bots that form a gestalt can try to "hijack" control of it from their fellow bots, but in order to do so they need to beat every other bot vying for control as well. Probably going to use opposed Will saves for this mechanic, not absolutely sure yet. If the hijacking bot succeeds, he can control the gestalt for that round; if he fails, the gestalt flails about in a silly fashion. So a canny player can intimidate the others into submission if he suggests that resisting his control would spell doom for all of them . . .</p></blockquote><p></p>
[QUOTE="rvaughn_ffg, post: 1484514, member: 10707"] "And I'll form the head!" Our initial plan is to use party cooperation, followed soon after by inter-party conflict! :). When the players form a gestalt, they have a reasonable amount of time to decide what to do (GM's discretion). When they do take an action, the players rotate rolling the resolution dice . . . I've seen this sort of thing happen in other games, where one player makes a roll for the whole group, and it's usually an edge-of-seat moment. If they haven't decided as a group what to do by that time, they can't take an action. The big multi-bot bots were often easily confused, distractable, and off their rockers, and this reflects that. On the less friendly side, there's also the "take control" option. Bots that form a gestalt can try to "hijack" control of it from their fellow bots, but in order to do so they need to beat every other bot vying for control as well. Probably going to use opposed Will saves for this mechanic, not absolutely sure yet. If the hijacking bot succeeds, he can control the gestalt for that round; if he fails, the gestalt flails about in a silly fashion. So a canny player can intimidate the others into submission if he suggests that resisting his control would spell doom for all of them . . . [/QUOTE]
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