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Regarding Cooperative skill rolls (this may not really be worthy of it's own thread, but I didn't want to clog Jason's "Typo's" thread in this critical and no doubt highly stressful weekend):
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Alternatively, the lower-skilled could just be at a disadvantage (i.e. skill x1/2). |
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Oh! I've only just realized how the mechanism works: they do both roll. But if the 'helper' succeeds, all they do is give +10% to the 'real' roller (or +15/20% if they spec/crit). Right? Hmmm - seems a bit odd to me, but OK.
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I'm looking at it like a dental hygienist or nurse in an operating room. They might just stand there and hand out instruments, and apply suction when needed. They are not actually doing much to help the patient directly, but just making the job easier for the person who is.
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Got Puppet? |
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Good example, thanks. It's fine then - they're not doing the same job, but the separate job of assisting.
Odd because I don't usually like straight percentage plusses (or minuses) to rolls, but in this case it seems difficult to get around. |
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Two examples of why to use cooperative skills:
Increased chance of success: For example, Susan (skill 20%) successfully aids Mathias (skill 75%) in a cooperative task. Mathias now has an effective skill of 85%. This raises his chance of a special success from 15% to 17%, his critical chance increases from 04% to 05%, and his fumble chance drops from 99-00% to just 00%. Indirect assistance: Mathias (Pilot 15%) is on the ground, in an air traffic control tower. Susan (Pilot 25%) is at the controls of an airplane, trying to land it after the pilot was shot in a terrorist attack. Over the radio, Mathias offers advice to Susan on the situation, including giving her what advice he can based on weather conditions and an outside appraisal of her approach. He makes a successful Pilot roll, raising Susan's Pilot effective skill from 25% to 35%. She is immensely grateful for this increased chance to land the plane successfully.
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1/420 ||| Rocket Séance (my blog) |
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Another problem is that you get the same effect with multiple people sneaking. The chances of someone failing thier sneak roll get progressively higher. So sneak takes a double whammy. One solution that I liked, translated into BRP terms, was that if the sneaker rolled under half, the "spotter" didn't get a perception roll, but of rolled over half the spotter does. On a failed sneak attempt the sneak is detected automatically.
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I've also personally tended to modifier the rolls based on the number of participants; for each doubling of observers in BRP I've added 5%, for each doubling of stealthers subtract it from their rolls. That represents some of the advantage/disadvantage without having it get crippling quickly. |
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