So far we’ve been looking at these skill challenges as a series of checks – yes, ones which fit the characters and can be used to craft a narrative, but still simple stat+background checks that pass or fail. But the choice of what stat+background to use is not generally a meaningful one at this point – you use whatever you’re best at that will help in some way; and avoid repeating yourself once penalties for doing so kick in.
It’s a functional system, but not really inspiring; there’s no difference between taking positive action toward your goal and preparation for such action, and no real meaning to cooperation.
So that’s our next step – differentiating between the many ways you can aid your team in achieving the goal.
This action category serves as the backbone of the whole system. Attempts are how you earn successes, they’re things that you do that get you closer to the goal – whether that be navigating through a few miles of swampland, or persuading one of the elven nobles to support your plan to prevent the apocalypse.
When bad things happen, sometimes it makes more sense to try and prevent the consequences, rather than moving towards your end goal. If you’re running low on rations in the jungle and will lose health due to that, you might choose to spend a turn hunting for food rather than hunting for a path forwards.
Another category is preparation – providing boosts to future rolls. Perhaps you need to cross a desert, but rather than just making survival and navigation rolls as you cross you decide to spend an action or two on finding a town and acquiring survival gear – appropriate clothing, sunscreen, water carriers and such like. These supplies will boost all sorts of rolls later in the adventure, whether they be attempts or reactions.
- Aid Another
This category of action could be put as a subset of Preparation – you’re preparing things for your ally to stand the best chance on their roll – but I’ve split it off because it doesn’t work in the framework we’ve got.
Within the system we discussed last week we’ve got room for the first three of these categories – Attempts are simple; Reactions/Mitigation can be done in response to whatever harm comes with the passage of a round, whether that be guards getting more suspicious or supplies running low; and Preparation can give a bonus to many other players rolls allowing you to gather future successes faster – traditionally a +2 bonus to all future rolls (where it’s applicable) tends to work well – but in 13th Age it may pay to look at the Escalation Die used in combat, and consider whether preparation could add and/or boost said Escalation Die1)For those who’re unaware, the Escalation Die is a d6 that increases by 1 each round of combat, and that all players can add to their attacks. It encourages people to hold their big moves until later in the fight, and ensures that battles end climactically if they run long
We don’t, however, have room for the common Aid Another which only benefits one ally’s roll; if it requires you to spend your action for the round you’ll almost always be better off just making your own Attempt action.
We could drop it entirely, have all ways to help your allies fall under the other categories. It’s an elegant option, but in my experience some people like making Aid Another checks.
Instead I’d like to revisit a point from the last post: the idea that the penalties should come from rounds that passed, rather than attempts that failed – while acknowledging that if someone is trying something dangerous it may make more sense for a failed attempt to have negative consequences other than outright failing the Extended Challenge.
I put forward the rule that failures wouldn’t be penalised in place because otherwise you could end up in a situation where your presence actively made things for your team. But if we’re adding Aid Another actions they can still be safe even if the Attempt action isn’t. So perhaps that is the answer: if Aid Another exists failed Attempts can have penalties, but Aid Another cannot – at worst you’re not helpful.
But should all failed Attempts have negative consequences? Or only the ones that are particularly risky (like tightrope walking across a canyon)? And if it’s only the ones that are particularly risky, what makes those worth taking? Are extra successes a suitable enticement?
Perhaps the Aid Another action isn’t needed at all, and adding it just makes the whole system more complicated for a minor gain… it’s going to take a bit of pondering and discussion to work out which way works best!
What do you think? Should I lean towards the more tactical end where it matters whether you take the “risky+fast” or the “slow+safe” option, or keep things smooth and simple?
Takeaway from this step:
- There are a lot of complexities that can be layered on – but I’m not yet sure which ones are worth it.
References [ + ]
|1.||↑||For those who’re unaware, the Escalation Die is a d6 that increases by 1 each round of combat, and that all players can add to their attacks. It encourages people to hold their big moves until later in the fight, and ensures that battles end climactically if they run long|