[Solar System] Team Extended Conflict
Courage75:
Hi All,
I just want to make sure I understand the rules for Team Extended Conflict. As far as I can tell, this is the procedure:
1. Characters declare themselves a Team and select a leader to make the Ability check for Harm for the Team per round. Depending on the situation, this Ability check is either opposed or parallel.
I would expect the check to be opposed in most situations, unless everyone in the Team is doing something parallel to the enemy characters, such as shooting them as they are attempting to flee. This part is fine.
2. Other characters in the Team can make Defensive or parallel checks for bonus dice as the situation warrants.
Does this mean that all other characters in the Team can make Defensive Actions (making a Passive Ability for bonus dice), and if so, what check are they opposing? Similarly, are all other characters able to make parallel checks if they can justify how it its a parallel action? If so, how is this different from the usual Extended Conflict with multiple characters are involved? This is where I start getting confused.
3. The Team spends Pool for each other and split Harm amongst themselves. If they cannot agree who takes Harm, the leader takes all the Harm.
In what situations do characters spend Pool for each other? I would expect when they take Harm and have to spend Pool, another character can spend Pool for them. Or if they tie. How about using Secrets? This is unclear.
Also, determining who in the Team takes Harm might be frustrating. The leader appears to suffer if the Team cannot agree on how the Harm is distributed, which isn't much incentive to be a leader.
Here is a slightly simpler version of Team Extended Conflict which I stole from the Mass Murder mechanic in Houses of the Blooded (again):
1. All characters pick a Team. Each Team picks a leader. A character can be a Team by himself, but it is not recommended.
2. The leader makes an opposed Ability check for Harm per round. Each character in his Team provides a bonus die.
3. The leader of the winning Team decides who suffers the resulting Harm. Usually it is character in another Team. If there is more than one opposing Team, the leader of the winning Team can split the resulting Harm between characters in each Team.
4. In the case of a tie, all leaders must spend Pool or drop out. Other characters may contribute Pool if they wish.
5. If the leader is knocked out of the conflict, another character in the Team must be declared leader. This continues until there are no more characters in that Team or everyone gives up.
An even faster version of this doesn't bother with counting how much Harm is dealt. Any Harm dealt is automatically Mortal Harm, which drops characters out of the conflict instantly unless they can pay Pool to stay in.
Eero Tuovinen:
1. Right.
2. There is no difference from the usual, except that only the one assigned team member can make a check for Harm. The others are limited to making checks for bonus dice.
3. The characters can split any Pool expenditures among themselves as seems fit. One character might spend a Pool point to give a bonus die to another's check, for instance. The same goes for paying Pool costs of Secrets and any other expenses that might come up.
I wouldn't expect a team to have too much trouble dividing the Harm between the members most of the time. If they do, then they're not agreeable enough with each other to work efficiently as a team.
oliof:
"Leader takes harm if team cannot agree" is nothing more than a sensible default that makes for a fast flowing game. If the winner is free to choose who gets harm, it's too easy to break up a team or remove the leader with the most sensible ability for a set intent from the conflict, which would dissuade team fights even more.
Also, consider:
Key of the betrayed Leader
Get 1 XP whenever you take harm in a team conflict where you cannot agree with your team and take harm as the leader.
Get 3 XP whenever you are broken (Harm Level 6 or more) in a team conflict because you cannot agree with your team and take harm as the leader.
Rafu:
Quote from: oliof on February 23, 2009, 04:59:49 AM
Key of the betrayed Leader
Get 1 XP whenever you take harm in a team conflict where you cannot agree with your team and take harm as the leader.
Get 3 XP whenever you are broken (Harm Level 6 or more) in a team conflict because you cannot agree with your team and take harm as the leader.
Awesome! Please, sculpt this onto a stone tablet or something. For posterity.
Courage75:
Thanks for all the responses so far. Just a couple more questions:
Quote from: Eero Tuovinen on February 23, 2009, 04:16:29 AM
2. There is no difference from the usual, except that only the one assigned team member can make a check for Harm. The others are limited to making checks for bonus dice.
Okay, so is this like supporting check chain, wherein the team members are making non-opposed checks for bonus dice which then support (or penalise) the leader's check for Harm? Or are the team members making checks for bonus dice that come into play in the next round? It would be cool if it was the former, but I am not sure.
Quote from: Eero Tuovinen on February 23, 2009, 04:16:29 AM
3. The characters can split any Pool expenditures among themselves as seems fit. One character might spend a Pool point to give a bonus die to another's check, for instance. The same goes for paying Pool costs of Secrets and any other expenses that might come up.
Okay, this seems straightforward. I can't remember if it is the case, but does activating a Secret count as a character's action in extended conflict? Or can you activate a Secret and make a check for bonus dice? Or is this really dependant on the nature of the Secret?
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