[Solar System] Team Extended Conflict
Eero Tuovinen:
Depends. Where did the players get those 11 bonus dice? When there are several support checks to one check, they are not all accumulated to the main check; rather, you put them in line and have them support each other so that only the last one gives dice to the main check. So if A is being supported by B and C, you roll C -> B -> A instead of having both C and B give their dice to A. This means that you can get at best half a dozen bonus dice from support checks, no matter how many supporters you have.
(This also means that only the first three characters or so in the team will be really useful in the bonus dice accumulation. If there are more members in the team you can either have the weakest ones do nothing but hang on for dear life, or have them do cinematic sideshow stuff like topple barrels to distract pursuit or whatever it is that sidekicks do in movies. Have those barrels become a penalty die or two for the opposition if you have the mind to, and all is well in the world.)
As for the spirits, one bonus die per NPC is pretty cruel for this exact reason: if you're going to roll a dozen dice, you might as well not bother because the dicing system caps. Would perhaps be better to handle the NPCs as a bonus die pool: you still have the 11 dice, but you roll them with care and once they're used, they're gone.
But your basic perception here is quite right: the Solar System dicing mechanic chokes on dice when you get very many bonus dice, simply because you'll always be rolling a +3 then and the rest of the dice don't matter. I have incidentally been designing some rules to use in environments with lots of bonus dice; you can check some preliminary results here if you're interested. Not that I encourage using lots and lots of bonus dice; as with everything else in life, moderation is a virtue here.
Navigation
[0] Message Index
[*] Previous page