That makes sense.. Ina fight, I can see how one ally bobbing and weaving, regardless of their battle prowess can help. Or climbing, when you can help regardless of your athleticism, and strength checks regardles of your actual strength can all help.Keltheos said:That's the problem with the rules allowing for 'helpers' to pitch in. This is an issue in most games. Mostly it simply makes little practical (versimilitudinous)sense, but if the players can come up with good reasons as to how they're helping (vs. just 'I'm rolling, can I help?') more than happy to let them - anything that makes for a good story is a good rule in my book.
IceFractal said:LowSpine - an interesting system, it looks like it would solve the swingyness/polarizing issue, as well as having more potential for interesting halfway states.
The only issue I can see is that if the party has ~50% chance to succeed at the checks, and the challenge is significant (6+ states), then it's possible for the challenge to go on indeterminately long, as the party oscillates between high and low without reaching either end.
Perhaps a default end state would solve it - if the challenges runs for a certain number of turns without being resolved, it ends in success/failure/halfway (depending on the challenge).