Co-Operative Actions Mark 2
Posted: Sat Feb 18, 2012 7:38 pm
OK, I am starting this new thread which is not about whether Earthdawn has rules for co-operative action, or needs them, but is purely concerned with "sky blue" thinking just to see if it is possible to come up with some brief rules to cover situations where co-operation "in game" is possible. We might be able to come up with something that could be included as an optional rule in some future edition of Earthdawn but again maybe not. So this is purely an intellectual exercise.
Firstly, if you think the current lack of co-operation rules is just fine, or that it is best all left up to the GM, please do not state this in this thread.
This thread is purely about how co-operation might work in Earthdawn.
Secondly, I think we must define what we mean by co-operative tasks. I think these fall into two main areas.
1. Co-operation that reduces time, for example, building a house, ship or kaer.
2. Co-operation that improves performace, for example, sailing a ship (air or water) or breaking down a door.
If you can think of other situations please add them.
What I do not think is needed is any rules for co-operation on combat, this is already covered by the combat rules and players actions.
Although strictly not a co-operative action, rules for mass combat, be it between to small tribes or large (by Earthdawn armies standards) armies would be a nice addition, especially if individual character actions can influence the result.
Now I think a good way to approach this is to come up with some examples and, if possible, some possible solutions to "in game" co-operative tasks. Once we have a number of these, with possibly different solutions, and have had a chance to comment, we can look at refining these to a brief set of rules ?
To get the ball rolling I will relist my solution for Air Sailing rolls:
As an air sailing example how about instead of making individual rolls, as written under the current Air Sailor Talent,, we say the Captain rolls his Air Sailing Step and adds a modifier of +1 for each crew member assisting. In the case of a Drakkar this is +29. So in calm weather with no outside factors any Air Sailing rolls are automatically made. Now the Drakkar enters combat, some of the crew are assigned to fire the weapons, other to repel boarders so the number that can atually assist the Captain is reduced so say he now has the assistance of 12 crew, his rolls are much harder to make, especially if he is trying some fancy tactics.
So comments on this are welcome, as well as other examples of possible co-operative tasks with or without solutions.
Cheers, Chris
Firstly, if you think the current lack of co-operation rules is just fine, or that it is best all left up to the GM, please do not state this in this thread.
This thread is purely about how co-operation might work in Earthdawn.
Secondly, I think we must define what we mean by co-operative tasks. I think these fall into two main areas.
1. Co-operation that reduces time, for example, building a house, ship or kaer.
2. Co-operation that improves performace, for example, sailing a ship (air or water) or breaking down a door.
If you can think of other situations please add them.
What I do not think is needed is any rules for co-operation on combat, this is already covered by the combat rules and players actions.
Although strictly not a co-operative action, rules for mass combat, be it between to small tribes or large (by Earthdawn armies standards) armies would be a nice addition, especially if individual character actions can influence the result.
Now I think a good way to approach this is to come up with some examples and, if possible, some possible solutions to "in game" co-operative tasks. Once we have a number of these, with possibly different solutions, and have had a chance to comment, we can look at refining these to a brief set of rules ?
To get the ball rolling I will relist my solution for Air Sailing rolls:
As an air sailing example how about instead of making individual rolls, as written under the current Air Sailor Talent,, we say the Captain rolls his Air Sailing Step and adds a modifier of +1 for each crew member assisting. In the case of a Drakkar this is +29. So in calm weather with no outside factors any Air Sailing rolls are automatically made. Now the Drakkar enters combat, some of the crew are assigned to fire the weapons, other to repel boarders so the number that can atually assist the Captain is reduced so say he now has the assistance of 12 crew, his rolls are much harder to make, especially if he is trying some fancy tactics.
So comments on this are welcome, as well as other examples of possible co-operative tasks with or without solutions.
Cheers, Chris