Idraluna Archives

Teamwork Makes the Dream Work

This post was initially written for Prismatic Wasteland's January 2023 resolution mechanic blog challenge. It definitely doesn't meet the challenge's desired originality -- it's just a gloss on an idea developed on Traverse Fantasy (so all gratitude & credit to her) that in turn is arguably a specific way of implementing commonplace d6 skills -- but it does try to solve a problem that has vexed me in the past, so hopefully there's still something useful here.


The Problem

I've always been underwhelmed by how most D&D-type games1 handle assisted skill checks by applying a small modifier to a single character's roll. For example, two books within arm's reach as I write:

Sometimes one PC will want to lend a hand to another as they attempt a difficult feat. To do this, the player first describes what sort of action they are taking to help their comrade. If the GM agrees that their effort makes sense and would be helpful, the player then rolls a relevant skill check against the same difficulty as the original check. If it’s a success, the other PC gets a +1 bonus on their roll. Multiple PCs can try to help, but the acting PC can’t earn more than a +1 total bonus. (Worlds Without Number)

Sometimes two or more characters team up to attempt a task. The character who’s leading the effort—or the one with the highest ability modifier—can make an ability check with advantage, reflecting the help provided by the other characters. [...] When a number of individuals are trying to accomplish something as a group, the GM might ask for a group ability check. In such a situation, the characters who are skilled at a particular task help cover those who aren’t. To make a group ability check, everyone in the group makes the ability check. If at least half the group succeeds, the whole group succeeds. Otherwise, the group fails (Fifth Edition D&D)

Perfectly serviceable, but I still think the way most rpgs tie resolution mechanics to the capabilities of an individual character is kind of peculiar. Irl, groups of 3-7 venturing into dangerous areas almost always operate as a tightly-knit unit (e.g. firefighters, special forces, cave divers, astronauts). Nobody tackles a life-or-death challenge alone if they can help it.

Other examples that come to mind:

I contend that none of these scenarios are well-modeled by hinging success or failure on one person's abilities and slapping on a +1 or Advantage to represent the helpers.

With that in mind, what if we started treating individual resolution rolls as an edge case rather than the default? Traverse Fantasy's post about OD&D being a worker placement game started me on this line of thought -- in it, Marcia B. observes how the OD&D mechanics for opening doors (up to three characters can try to roll, success if anyone gets a one or two) hint at a more general mechanic where each party member can allocate effort to one task or another.

why not increase the chance by some amount, say 1/3 per person, instead of letting each person as factor roll independently? of course, it makes it so that three people automatically succeed at the task, but that's not the interesting thing. allowing one roll per factor allows the difficulty of a task to scale down per factor without eliminating the chance of failure, has diminishing returns per additional factor of effort (i.e. per person), and also acts a visual indicator of effort spent on the task.

The rest of this post is an attempt at expanding on her proposal.

Teamwork makes the dream work

First, the context of a skill roll:

A skill roll requires the GM to state:

Players may negotiate fictional positioning to change these parameters before rolling.

All helping players roll their dice, needing (by default) only one die equal to or under the Ease level to succeed.

Disaster: if all dice come up 6, something really bad happens (if appropriate)

Character skill provides extra dice without counting against the collaboration cap:

Example rolls:

Math

(Note: Marcia already calculated most of these numbers in her post, linked above) Here are the odds when using a d6:

Ease 1d6 2d6 3d6 4d6 5d6 6d6
1 17% 31% 42% 52% 60% 67%
2 33% 56% 70% 80% 87% 91%
3 50% 75% 87% 94% 97% 98%

For disaster results (chance of all dice coming up 6):

1d6 2d6 3d6 4d6
17% 3% 0.5% 0.08%

The success rates feel generous, so I also ran the numbers with d10 rolls:

Ease 1d10 2d10 3d10 4d10 5d10 6d10
1 10% 19% 27% 34% 41% 47%
2 20% 36% 49% 59% 67% 74%
3 30% 51% 66% 76% 83% 88%
4 40% 64% 78% 87% 92% 95%

I think I prefer the d6 version, but the whole thing surely needs fine-tuning. Maybe a d8 splits the difference? In general, the goal is to allow for difficulty levels that are unlikely for one person but soluble to the efforts of several. I'd also rule that chances over 75% round up to 100%.

Notes & other ideas

Concluding thoughts

Pros:

Cons:

Finally, I'd argue that this system could subtly shift the game's ethos away from heroic individualism, incentivizing the involvement of companions, hirelings, and befriended NPCs.4 What other effects this would have on the overall character of the game I can't say for sure.


Discuss on Reddit


  1. Caveat: I haven't tried every game out there, someone has surely already solved this problem better than I can, etc. etc.

  2. Using d6s in this way meshes nicely with the way OD&D loosely operates on 1d6 = one HD = one damage roll = 1 standard human's combat power.

  3. I initially wanted to say something like 1d4 rations per success, but that's not really different than just doing individual foraging rolls. The rationale for doing it this way instead is that a felled deer or cache of edible plants probably will provide adequate food, the difficulty being storing it, and the success of retrieving such a cache hinges on working together to systematically hunt and forage.

  4. Something potentially worth unpacking is that the origins of D&D characters as wargame figures means that the individualism was bolted on to what was originally part of a collective - and this shift can be seen when tracing the transition from OD&D to AD&D, especially in supplement 1: Greyhawk where variable weapon damage and ability modifiers were added.

#archons-and-armigers #game-design #slush-pile