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Rules Encouraging Teamwork or Soloing
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<blockquote data-quote="GMMichael" data-source="post: 8674028" data-attributes="member: 6685730"><p>Is this from D&D4? If not, an RPG example would be nice. For a CRPG, in Ghost Recon: Future Soldier, you actually mark your targets, though the mark exists only in your augmented reality. Then, your allies know whom and where they're shooting.</p><p></p><p>These are always tricky for me. Should you be able to protect an ally? Sure! Should you be able to do it once your ally's opponent has already placed himself in striking distance and found your ally's vulnerable spot (not the shield!)? Meh...</p><p></p><p>I hope it's obvious that a group check encourages teamwork while a solo check does not, and that group checks probably don't apply to all situations (depending on your game). Given this, what does a group stealth check look like?</p><p></p><p>All PCs roll stealth checks, and the GM applies the highest or lowest roll to the whole group?</p><p>All PCs roll stealth checks, and the group finds success or failure if over half of them pass?</p><p></p><p>In Modos 2, I'd do something like this:</p><p>Set a progress goal for 2 contests per PC, average 4.5 progress on a (success). Ex: 4 PCs need 36 progress to prevent alarms.</p><p>Ask each PC to choose his or her action(s) contributing to stealth. Ex: distracting guards, planning a route, guiding allies.</p><p>Let the narrative determine who rolls when. Ask the planners to roll first, or when there's a fork in the road. Roll to distract guards when they get close. Roll to guide allies when moving within earshot of others.</p><p>Roll high and you get to add progress (1d8) to the group's progress pool. Roll low and the circumstances (GM) roll progress against you. If the GM gets 36 progress first, it's time to drop your backpacks, sprint, and pray!</p></blockquote><p></p>
[QUOTE="GMMichael, post: 8674028, member: 6685730"] Is this from D&D4? If not, an RPG example would be nice. For a CRPG, in Ghost Recon: Future Soldier, you actually mark your targets, though the mark exists only in your augmented reality. Then, your allies know whom and where they're shooting. These are always tricky for me. Should you be able to protect an ally? Sure! Should you be able to do it once your ally's opponent has already placed himself in striking distance and found your ally's vulnerable spot (not the shield!)? Meh... I hope it's obvious that a group check encourages teamwork while a solo check does not, and that group checks probably don't apply to all situations (depending on your game). Given this, what does a group stealth check look like? All PCs roll stealth checks, and the GM applies the highest or lowest roll to the whole group? All PCs roll stealth checks, and the group finds success or failure if over half of them pass? In Modos 2, I'd do something like this: Set a progress goal for 2 contests per PC, average 4.5 progress on a (success). Ex: 4 PCs need 36 progress to prevent alarms. Ask each PC to choose his or her action(s) contributing to stealth. Ex: distracting guards, planning a route, guiding allies. Let the narrative determine who rolls when. Ask the planners to roll first, or when there's a fork in the road. Roll to distract guards when they get close. Roll to guide allies when moving within earshot of others. Roll high and you get to add progress (1d8) to the group's progress pool. Roll low and the circumstances (GM) roll progress against you. If the GM gets 36 progress first, it's time to drop your backpacks, sprint, and pray! [/QUOTE]
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