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Combined Actions rules flaws - how do you get around them?
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DougRed4
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PostPosted: Thu Feb 20, 2014 1:12 pm    Post subject: Reply with quote

griff wrote:
From last post- 4D+2. +3+4+2 equals 4D+11.

I have treated all bonuses to die codes as normal pips which the roll would be 7D+1.


I have to admit I like this one the best. I assume the following would only be true if the 'Commander' succeeded on their Command roll.
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jamz
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PostPosted: Tue Nov 18, 2014 1:43 pm    Post subject: Reply with quote

A more logical rule for combined actions and effects would be to add a bonus for each step of doubling the amount of participants. This works only for participants/effects of same or higher die codes.
1 character with 3d.
2 characters with 4d.
4 characters with 5d.
8 characters with 6d and so on.

The same with weapons and such things.
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tetsuoh
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PostPosted: Tue Nov 18, 2014 4:35 pm    Post subject: Reply with quote

In our house rules we have an offshoot of the 3pip=1D mojo of the d6 system that works as follows.

1. There is no need for a command roll to get people to work together and help, that is for military commanders only and works as normal.

2. for every 3d a helper has in the associated skill the starter receives 1d.

3. the starter only benefits from up to twice his #D in the associated skill.

4. force points and character points may be used during these actions by ANY of the people involved but the starter only receives the helpers original skill total to help (these are used only for the helpers to make their rolls as they must roll to know what they are helping with in our games - ie - they must succeed on the same difficulty as the starter to give the starter their bonus dice.)
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garhkal
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PostPosted: Tue Nov 18, 2014 5:59 pm    Post subject: Reply with quote

One rule i often use is that both the ones being commanded, AND the one doing the commanding, need to possess the skill they are being coordinated to perform.

So if 5 people are getting coordinated for a 'group computer hack', the one using the command skill, as well as the others ALL need to have the computer programming repair skill.
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atgxtg
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PostPosted: Thu Nov 20, 2014 6:12 pm    Post subject: Reply with quote

Quetzacotl wrote:

Another idea could be:
Make everyone roll.
The first person uses his full result.
The second person adds half of his result.
The third person adds one third of his result and so on.

At one point another person more doesn't really add anything, he might even stand in the way.


One thing I have used is is to have everyone roll.
Best result is the one used.
Each other character who succeeds gets to add their highest die to the total.

I works out well for PCs but not so good for PCs.

Come to think of it, the method that random axe suggested would work well with this. That is use the best roll and everyone one else adds +1 per D in their skill code.

I think that would work for NPCS - Just assume all the minions roll average.
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garhkal
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PostPosted: Fri Nov 21, 2014 3:18 am    Post subject: Reply with quote

atgxtg wrote:

I works out well for PCs but not so good for PCs.


Typo? Which is supposed to be NPC's?
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atgxtg
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PostPosted: Fri Nov 21, 2014 10:23 am    Post subject: Reply with quote

garhkal wrote:
atgxtg wrote:

I works out well for PCs but not so good for PCs.


Typo? Which is supposed to be NPC's?


Yeah, typo. The "use highest roll" method works out well for PCs (behind every PC theres a player eager to roll the dice, making it fast and fun), but not so good for NPCS (behind every NPC there the same GM and things can bog down, making it slow and boring).

Oh, BTW another thing we did which helped with the "Command Limit" was that a commander could command any number of people, assuming he had a way to communicate with them, but he could only get the bonus from a number of people based on his Command die code. So he could pick the best results and ignore the rest.
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garhkal
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PostPosted: Fri Nov 21, 2014 4:24 pm    Post subject: Reply with quote

Just had a crazy thought. How's about instead of adding dice in combining actions, every one gets to roll the highest skill D of those in the combined group, and the result taken is whom gets the highest roll?

So if say you had 7 storm troopers shooting at a wookie (ave 5d+2 blaster), all 7 roll 5d+2.
Trooper 1 rolls real poorly only getting a 11
Trooper 2 rolls a 19
Trooper 3 rolls a 20
Trooper 4 gets only 15
Trooper 5 sucks out with a 1 on the wild, so barely hits a 10
Trooper 6 on the other hand, explodes 3 times on his wild die getting a 43 overall
and trooper 7 gets a 22.

So the 43 is the used target # for the troopers combined shot..
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atgxtg
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PostPosted: Sat Nov 22, 2014 12:44 pm    Post subject: Reply with quote

Then what is the advantage of combining? If they had all made separate attacks you'd still get that 43, and it is possible that the 22, 20, 19 would be hits as well.
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garhkal
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PostPosted: Sat Nov 22, 2014 4:28 pm    Post subject: Reply with quote

How's about the additional dice is on ALL rolls, via just one?
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atgxtg
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PostPosted: Sun Nov 23, 2014 3:54 pm    Post subject: Reply with quote

garhkal wrote:
How's about the additional dice is on ALL rolls, via just one?


Oops, I missed that bit. Sorry. Embarassed


In that case I think It might be too much. Espcially in cases where the there is a big descrpancy between the skill ratings of the characters. Let's say you got one guy who is an expert mechanic (6D) and he is being helped by 6 guys who don't have any technical skills (2D each). I just don't think they are really going to be of much help to the 6D guy. Roll 6D seven times is a bit much.
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atgxtg
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PostPosted: Sun Nov 23, 2014 3:58 pm    Post subject: Reply with quote

Hey, how about:

Everyone rolls their dice, and the most skilled character gets to pick the best dice from the mix?

For example, if we had one guy at 6D being helped by 6 guys at 2D, everyone would roll their dice, and the player would take the six best dice out of the 18D rolled?

You could also do the same with the wild die,or just let the player pick 5D and keep his own wild die.
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garhkal
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PostPosted: Mon Nov 24, 2014 3:28 am    Post subject: Reply with quote

atgxtg wrote:
garhkal wrote:
How's about the additional dice is on ALL rolls, via just one?


Oops, I missed that bit. Sorry. Embarassed


In that case I think It might be too much. Espcially in cases where the there is a big descrpancy between the skill ratings of the characters. Let's say you got one guy who is an expert mechanic (6D) and he is being helped by 6 guys who don't have any technical skills (2D each). I just don't think they are really going to be of much help to the 6D guy. Roll 6D seven times is a bit much.


You didn't miss it. I didn't include it initially.
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atgxtg
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PostPosted: Mon Nov 24, 2014 8:40 am    Post subject: Reply with quote

garhkal wrote:


You didn't miss it. I didn't include it initially.


So I musta blew my Farseeing roll. Razz
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garhkal
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PostPosted: Mon Nov 24, 2014 5:23 pm    Post subject: Reply with quote

Happens to the best of us.
But i like the suggestion of letting say the 'leader who has 6d in the skill' get to use the best 6 dice rolled by all shooting. Would make all rolls be higher in general.
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