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<blockquote data-quote="hawkeyefan" data-source="post: 7643918" data-attributes="member: 6785785"><p>So in regard to cooperative mechanics....I don't know if this will qualify exactly as what [MENTION=996]Tony Vargas[/MENTION] is describing, but Blades in the Dark has some good examples. </p><p></p><p>The most basic is the option to assist another player with any action roll. You simply state how you help them, and then spend 1 stress, and they get an additional d6 to roll for their action. Every action roll in Blades is a dice pool of d6s, with a full success on 6, partial on 4-5, and failure on 1-3. So it's a pretty meaningful element in the game, and can really swing things toward success. As mechanics go, it's pretty straightforward, so I don't know how "great" this would be considered. </p><p></p><p>Players also have the option to have their characters suffer the consequences of a failed action by another character. So if my character failed his Skirmish roll, and was about to take Harm by getting stabbed in the gut by his opponent, another character can step in and take the hit for me. So they would suffer the Harm instead of my character, although they could attempt to reduce the Harm by making a resistance roll, and/or applying armor. </p><p></p><p>You can also take Group Actions. So let's say the whole team wants to sneak across a courtyard toward a manor. You choose one Leader for the group action, and then everyone rolls the relevant Action (in this case Prowl) and everyone shares the best result of all the group rolls. The Leader has to take 1 stress for each failed roll. This really increases the chance for everyone to succeed, but at risk to the leader of the group action. </p><p></p><p>Beyond those methods, there are several playbook abilities that are very much designed around assisting other crew members. Some are tweaks to the above actions, others are more focused on helping the group overall through downtime or Crew Advancement. </p><p></p><p>One of the biggest cooperative aspects of the game is the Crew. The group has its own character sheet, means of gaining XP, and cool options or abilities when the Crew advances. I'd have to say this is likely the most compelling group mechanic I've seen in a RPG. It really pushes the idea of the team working toward mutual goals and mutual benefit. </p><p></p><p>What adds to that is the fact that a lot of the other game elements can really push for conflict among the group. It's a nice balance where you have people that are working together, but have conflict and difference of opinion that actually matters.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7643918, member: 6785785"] So in regard to cooperative mechanics....I don't know if this will qualify exactly as what [MENTION=996]Tony Vargas[/MENTION] is describing, but Blades in the Dark has some good examples. The most basic is the option to assist another player with any action roll. You simply state how you help them, and then spend 1 stress, and they get an additional d6 to roll for their action. Every action roll in Blades is a dice pool of d6s, with a full success on 6, partial on 4-5, and failure on 1-3. So it's a pretty meaningful element in the game, and can really swing things toward success. As mechanics go, it's pretty straightforward, so I don't know how "great" this would be considered. Players also have the option to have their characters suffer the consequences of a failed action by another character. So if my character failed his Skirmish roll, and was about to take Harm by getting stabbed in the gut by his opponent, another character can step in and take the hit for me. So they would suffer the Harm instead of my character, although they could attempt to reduce the Harm by making a resistance roll, and/or applying armor. You can also take Group Actions. So let's say the whole team wants to sneak across a courtyard toward a manor. You choose one Leader for the group action, and then everyone rolls the relevant Action (in this case Prowl) and everyone shares the best result of all the group rolls. The Leader has to take 1 stress for each failed roll. This really increases the chance for everyone to succeed, but at risk to the leader of the group action. Beyond those methods, there are several playbook abilities that are very much designed around assisting other crew members. Some are tweaks to the above actions, others are more focused on helping the group overall through downtime or Crew Advancement. One of the biggest cooperative aspects of the game is the Crew. The group has its own character sheet, means of gaining XP, and cool options or abilities when the Crew advances. I'd have to say this is likely the most compelling group mechanic I've seen in a RPG. It really pushes the idea of the team working toward mutual goals and mutual benefit. What adds to that is the fact that a lot of the other game elements can really push for conflict among the group. It's a nice balance where you have people that are working together, but have conflict and difference of opinion that actually matters. [/QUOTE]
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