[Solar System] Team Extended Conflict
Eero Tuovinen:
When team members make support checks for bonus dice, those are handled normally, like any checks for bonus dice in extended conflict: most of the time you'd want to describe how the character helps the team in their immediate action, and thus creates bonus dice for the team leader, but you could also have a character do something that saves the dice for the next round.
Activating a Secret does not require an action in extended conflict. However, the action of the Secret might well be such that it requires an action. The basic rule for what requires an action and what doesn't is pretty simple: the SG can determine it either way as long as he's consistent. Usually only events that cause Harm or are otherwise equivalent to normal actions are considered actions, while everything else is free.
Courage75:
Thanks Eero. Just to make it clear, here is an example I thought of:
Bob, Karen and Alex are PCs in conflict with the dastardly villain the Crimson Slasher. They work as a team and choose Bob as the leader. Everyone declares intentions and Abilities. Bob intends to thrash the Crimson Slasher with his Fisticuffs [V] for Harm. Karen will immediately support Bob by attempting to distract the villain with her Acrobatics [V] for bonus dice. Alex wants to sneak around behind the villain with Sneaking [V] for bonus dice to surprise him in the next round. The Crimson Slasher is armed with a straight razor and wants to slice them all up with Melee [V]. He gets two bonus dice because he is armed with a straight razor.
Karen's player makes an Acrobatics [V] check first, any bonus dice going to Bob's Fistifcuffs [V] check. Then everyone else makes their checks. Bob and the villain's actions are opposed, so the winner will inflict Harm on the loser equal to the difference in their checks.
Does that sound about right?
oliof:
Sounds about right. Bob, Karen and Alex should decide who gets Harm. I don't remember if it's said in the rules, but IMHO this should be decided in the negotiation phase; and it may be as conditional as you like: „If Karen fails her Acrobatics roll, she'll get Harm as she tumbles in the way; else Bob eats it up. If Alex fails, the Slasher will turn around and slice him quickly to dissuade them, the rest goes to either Karen and Bob“.
Also, there might be differences from group to group if Harm in a team can be split or not. I'd make that highly dependent on the game content.
Courage75:
Thanks Harald. I like the conditional application of Harm - it makes the mechanics feel more concrete and less "too abstract".
Courage75:
I used Team Extended Conflict in a game recently and I am a bit confused with the outcome.
The situation was that the PCs, a pack of werewolves, were in the spirit world trying to sneak away from a dozen or so evil spirits that they had just discovered. I said that the PCs could try to leave as pack without being detected and got them to make a a supported Stealth [V] check. If they succeeded, they got away. If one of them failed the main check/a support check, they were noticed. They failed.
So, the dozen evil spirits noticed them and charged towards them. The PCs decided to run. I decided to use the Team Extended Conflict mechanics to handle this situation.
The players chose one PC to be the team leader, and everyone made support checks - this case, everyone made Athletics [V] checks. For the evil spirits, I chose one of them to be the leader and instead of rolling supporting checks 11 times for bonus dice, I just gave the team leader 11 bonus dice per round. In effect, the PCs also had a similar amount bonus dice for checks.
Each and every round, both teams tied with results of 4 (both sides had the relevant Ability at Competent). In fact, there wasn't much point rolling 10 or 11 bonus dice because the chances of getting +3 was quite high. So, each side had to spend 1 Pool to stay in the conflict. This wasn't a problem for the spirits because they had plenty of relevant Pool to call upon - it was more a problem for the PCs, although they had quite a lot of Pool as well.
Anyway, after three rounds of ties and realising that the conflict would most likely continue to tie each round, I decided that the spirits stopped chasing the PCs once they left a certain area.
So, it seems there is a limit on meaningful rolls of bonus dice in an Extended Conflict. Any thoughts on this? Did I make any glaring mistakes?
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