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Combining actions.. All use the same skill, or all assist?
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garhkal
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PostPosted: Thu Apr 19, 2012 4:42 pm    Post subject: Combining actions.. All use the same skill, or all assist? Reply with quote

Brought out of the sniper thread..
When combining actions, must all those being cooridinated use the same skill (ie all shooting, hacking, repairing) or can they just assist (say hand over tools, give sensor info etc)?
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jmanski
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PostPosted: Thu Apr 19, 2012 4:45 pm    Post subject: Reply with quote

1 vote for assist. The way I see it, I've aided a mechanic (when I have very, very little mechanical aptitude) when fixing a car. All I did was hand him tools and follow his directions. I'd say I added a +1d bonus to getting the car fixed just by being an extra set of hands.
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PostPosted: Thu Apr 19, 2012 5:28 pm    Post subject: Reply with quote

jmanski wrote:
I'd say I added a +1d bonus to getting the car fixed just by being an extra set of hands.
You doubled his abilities?

As per the 2E RAW, even people at different ranges firing on the same target can't combine blaster fire. I can't see how that could be true of blaster fire, but that someone handing down tools or spotting for a sniper could.
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Bren
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PostPosted: Thu Apr 19, 2012 5:46 pm    Post subject: Reply with quote

Quotes from the Second Edition Revised and Expanded rules
page 55 wrote:
Command is also used when coordinating projects with
many workers, such as manufacturing ships in space dock
and other complex operations. See the sections on "Combined
Actions" in the chapter on "The Rules."
So coordinating workers who are manufacturing a ship in space dock uses the Combined Actions rule.

Do we think building a ship is a single skill roll or does it use multiple skills - e.g. shield repair, starship weapon repair, space transport repair, starship engineering?

page 82 wrote:
Combined actions can be used for ... a situation
where several characters are working closely together (a
group of mechanics overhauling a busted landspeeder or
several Rebels working to build a rope bridge across a
canyon).
Do we think building a rope bridge across a canyon is a single skill or does it use multiple skills - e.g. lifting to move rope and logs, survival and possibly melee combat to find and cut down trees and vines for the bridge, swimming or climbing to get across the river or to reach places for working, civil engineering to figure out how strong to make the bridge to support the load and resist the current, maybe scholar: mathematics to use geometry to calculate how long the bridge must be without having to physically measure the bridge?

page 247 wrote:
The "can combine"
is the number of extra crew members who may be able
to assist, such as when Chewbacca acts as co-pilot for the
Millennium Falcon. Use the "Combined Action" rules in the
chapter on "The Rules.")
Do we think Chewie is only making piloting rolls or is he doing other things like adjusting power levels to provide more power to the engines that might assist Han?

To me it seems like some of those tasks might use multiple skills.
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garhkal
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PostPosted: Thu Apr 19, 2012 5:51 pm    Post subject: Reply with quote

But he is still at the controls, to provide said assist.. Remember the part i quoted in the sniper thread about computer programming.. Only those who can use terminals that can link in, are able to combine... by your thoughts, someone sitting on the side lines, reading code from a book would get to assist.
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Bren
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PostPosted: Thu Apr 19, 2012 6:00 pm    Post subject: Reply with quote

garhkal wrote:
Then why in the snipped i quoted from the blue cover rule book, does it list "for repairing, all must fit in to get their hands on"
or for computer programming, all must be able to link their computers up to hack in? If just assisting with other tasking (say reading out of a book, tech manual, or getting information from another source) was allowable, why did they put that in?
Because they have to be able to contribute. If the character is in another room out of communication with the group, then he can't contribute. But he could stand next to the speeder under repair and hand the tech tools and that would contribute.

Fallon Kell wrote:
Bren wrote:
Quote:
several Rebels working to build a rope bridge across a canyon
Are you really trying to argue that the rebels are using the same exact skill to build a bridge? That seems highly unlikely to me.
They are: Primitive Construction, or more likely, the Technical attribute.
Yes, Primitive Construction probably is the main skill. The question isn't what is the main skill, but what skill do the helpers need to have/use to be able to help. You aren't going to be able to build a bridge without someone to lift and carry and someone to get over to the other side. So other skills will be used to help in the construction.

garhkal wrote:
But he is still at the controls, to provide said assist.. Remember the part i quoted in the sniper thread about computer programming.. Only those who can use terminals that can link in, are able to combine... by your thoughts, someone sitting on the side lines, reading code from a book would get to assist.
He doesn't grab the yoke from Han though. Chewie is doing his own things to assist Han in a task he is not doing the same thing as Han.

I'm not seeing how just reading code aloud will help. Just because we say that multiple skills may be helpful in completing a task, that is hardly the same as saying that any skill will be helpful in completing a task. I'd want the player to justify why just reading code is going to help in the task. Personally, I don't see a bonus for that. Now I could see someone separately debugging code that will be used to do the slicing before the attempt and that action might provide a bonus - even though the computer used for debugging is not linked into the slicing at the time of the slicing. After all that's what someone did to create a computer spike in the first place.
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thedemonapostle
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PostPosted: Thu Apr 19, 2012 6:07 pm    Post subject: Reply with quote

Quote:
1 vote for assist. The way I see it, I've aided a mechanic (when I have very, very little mechanical aptitude) when fixing a car. All I did was hand him tools and follow his directions. I'd say I added a +1d bonus to getting the car fixed just by being an extra set of hands.


i agree with this. it makes sense. as a former real world mechanic, i can tell you that sometimes having someone assist you, even though they know nothing, is helpful.

though in game terms i believe the degree of bonus is relative to the amount of time assisted.

ive always given bonuses to my players as long as one had the skill at a high enough level and if more then one person was assisting, then the skilled one would need to coordinate then with the appropriate skill, command skill as i recall.
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Orion
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PostPosted: Thu Apr 19, 2012 6:36 pm    Post subject: Reply with quote

garhkal - from the other thread wrote:
Then why in the snipped i quoted from the blue cover rule book, does it list "for repairing, all must fit in to get their hands on"
or for computer programming, all must be able to link their computers up to hack in? If just assisting with other tasking (say reading out of a book, tech manual, or getting information from another source) was allowable, why did they put that in?

BUT since this is breaking this thread OFF the subject of sniping, i have made a separate thread.

Garhkel R&E supplanted 2ndE, we know the rules for combined actions were revised as the bonuses were scaled back, so it's reasonable to assume that the change in wording to a less restrictive rule was deliberate, especially given the reduced benefit.

In answer to the OP, in R&E, no they don't have to be using the same skill, but I would say that what skills can be combined and when would be GM discretion, simple based on the 'GM has final say over anything in his world' rule. For example someone with computer skill could help someone with starfighter repair, by using the starfighter's computer to diagnose the problems and to verify the repairs, both tasks are something that the 'mechanic' would do on his own but now doesn't need to as he has someone else to do it for him, but the bonus under R&E is +2 not +1D for this help.

Edit: changed the +1 to a +2, as I believe the former was incorrect. BTW is there no strikethrough on this forum?


Last edited by Orion on Fri Apr 20, 2012 12:10 am; edited 1 time in total
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PostPosted: Thu Apr 19, 2012 7:07 pm    Post subject: Reply with quote

I'm of the mind the activity in a combined roll can be what ever will reasonably give a meaningful improvement to the task at hand. Mechanically, the assistants are not actual performing any one skill or activity beyond combining their efforts with a lead person (the one rolling) to accomplish a task, and that has its own defined restrictions (no other activities that round besides reaction skills). Narrative defines, specifically, what it is they are doing to assist, and by extension, the task would have to reasonably fit within the narrative to be allowed.

I can see a potential for abuse by players, 'Dak assists Wedge by cheering him on, improving his enthusiasm and moral!' My first impression would likely 'hell no,' as my players would need a REALLY good excuse why that would offer any substantive effect. If they managed to convince me (slim), they would be facing one nasty command roll, and risking penalties if they failed (outright against RAW, but I can be as evil as I can be compromising... I'd warn them first...) "Sorry all that yipping and yelling distracted him, he's going to be taking a -1D penalty instead!"

I certainly put restrictions on the number of people who can reasonably assist. Things like available work space, usable terminals, or the number of people who can advise before it just become a distracting cacophony can all hamper how many can participate, and thus the bonus that can be gained. They can even reduce the number to zero, meaning they can't combine actions at all.

For the question in the sniper thread, for me it boils down to: Are the spotter's actions substantive enough to warrant a minimum 1D bonus? If the answer is yes, I'd allow it, but with a difficult command roll and chance of penalty due to delicacy of the task. As a GM, I try to be accommodating as long as something strikes me a reasonable.

Boy, I say that a lot... starting to sound like a broke record...

Orion wrote:
...but the bonus under R&E is +1 not +1D for this help.


lol, that was something I was planning on bringing up. In 2R&E, how the bonus is derived is written kind of wonky (for me anyway), first offering a bonus of 1D for groups of three, then talks about a +1 or +2 bonus for an 'extra' one or two participants beyond said group...

How do people interpret the rules?
- You need a minimum of three participants to gain any bonus (1D).
- You treat a group of two participants as a group of three (minimum bonus 1D). This seems a common assumption, and the one made in the sniper thread.
- You treat a group of two participants like 'extras.' If so, is that a +1 or a +2 bonus? The rules appear to count all participants, not just those in addition to the lead participant (the one making the roll).

EDIT: Here is the wording for reference:
2R&E page 83 wrote:
If the command roll is successful, the combined action bonus is +1D for every three characters combining. Add a +1 for one "extra" character and a +2 for two "extra" characters.


Last edited by Crimson_red on Thu Apr 19, 2012 7:33 pm; edited 1 time in total
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Fallon Kell
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PostPosted: Thu Apr 19, 2012 8:03 pm    Post subject: Reply with quote

Bren wrote:

Yes, Primitive Construction probably is the main skill. The question isn't what is the main skill, but what skill do the helpers need to have/use to be able to help. You aren't going to be able to build a bridge without someone to lift and carry and someone to get over to the other side. So other skills will be used to help in the construction.
Wouldn't those extraneous skills be separate rolls, though? If it were just one person, wouldn't they have to roll Lifting to carry the stuff over on their own, and then Climbing/Jumping to get to the other side?
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PostPosted: Thu Apr 19, 2012 8:39 pm    Post subject: Reply with quote

Fallon Kell wrote:
Wouldn't those extraneous skills be separate rolls, though?


For that reason I've generally been avoiding more complex activities as examples; when looking a combining efforts I would have to ask myself, 'is what they're doing resolved in a single roll, and thus a candidate for the combined action rules, or better represented as a multiple-roll task, in which case everyone could make their own rolls as needed.

Examples of a complex combined action (resolved in a single roll) while building a rope bridge could be to have four men pulling the ropes taunt while two others guide the ropes into the correct spars, and the last two secure the ropes in place (all while an officer coordinates/commands). The task could be treated as multiple-roll task, but could probably be better resolved with a single roll especially if you don't want to put to much emphasis on in in-story. The GM treats it as a single Strength/Lifting roll with a 2D+2 (8 participants) combined bonus, to pull tight and secure the ropes successfully. Not all participants are lifting or pulling or even overtly using strength, it is just the most relevant skill for the task.

Like I mentioned, it need not be represented just using the combined action rules, but is a viable example of the rules that likely follows their intent.
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Orion
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PostPosted: Thu Apr 19, 2012 10:35 pm    Post subject: Reply with quote

Crimson_red wrote:
Orion wrote:
...but the bonus under R&E is +1 not +1D for this help.


lol, that was something I was planning on bringing up. In 2R&E, how the bonus is derived is written kind of wonky (for me anyway), first offering a bonus of 1D for groups of three, then talks about a +1 or +2 bonus for an 'extra' one or two participants beyond said group...

How do people interpret the rules?

EDIT: Here is the wording for reference:
2R&E page 83 wrote:
If the command roll is successful, the combined action bonus is +1D for every three characters combining. Add a +1 for one "extra" character and a +2 for two "extra" characters.

I believe I quoted the bonus incorrectly at +1, letting the word extra misguide me, apologies for any confusion I might have caused. Here is the first sentence under Combined Actions:
2R&E page 82 wrote:
Two or more characters can work together to more effectively accomplish a single task: this process is called combined actions.

2R&E's bonus for combined actions seems to be set up on the dice pip system, that is 1 pip per participant, so 2 participants would mean a +2, still down from 2E's 1D. I do agree that it's wonky the way it's written and because of that wonkyness you could make arguments that you need at least 3 to get a bonus, however since the initial sentence specifically says 2 or more it seems likely that the author's intent was a +2 for 2 participants as requiring 3 would not coincide with what the first sentence says. Further reinforcing this is the concept that 2R&E was intended to make things easier and faster(see highlighted box pg7 2R&E) compared to 2E, using a 1 pip per participant rule eliminates the need for the table in 2E, theoretically making for faster/easier play.
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Bren
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PostPosted: Fri Apr 20, 2012 4:24 pm    Post subject: Reply with quote

Fallon Kell wrote:
Wouldn't those extraneous skills be separate rolls, though? If it were just one person, wouldn't they have to roll Lifting to carry the stuff over on their own, and then Climbing/Jumping to get to the other side?
Could be, but the one task that all the actions relate to is building the bridge.

The fact that the rules point out buildiing a bridge and constructing a ship as tasks that can use combined actions implies that the activities involved aren't just a single, simple skill roll.
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Orion
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PostPosted: Sat Apr 21, 2012 4:59 am    Post subject: Reply with quote

Ok, after reading and rereading the section on combined actions here's what I've come up with:

Command roll: The possible bonus from the command roll is +1 per participant in the task. You get the full bonus if the command roll succeeds, but you can still get some bonus if it fails, you subtract 1D from the bonus for each point that the command roll missed by until the bonus is gone. Does not require Command skill you can use Perception instead.

Single skill roll tasks: In these cases anybody can help they do not need the appropriate skill (defaults to attribute which the GM is supposed to take into consideration by upping the Command Roll difficulty). Bonus gained from the Command Roll is applied to the character with the highest skill for the task.

Combat tasks: The bonus gained from the Command roll can be split between to hit and damage or applied to totally to one or the other. No definitive statement as to who gets the bonus or specification that all participants must be using the same skill or weapon. Example implies that any character may be chosen to make the rolls and that may have different skills and or weapons(really not much to go on here). The only thing I can say here as it relates to sniping is the example refers to combining fire, but the "rule"(if you can call it that) makes no kind of reference to how you can use combined actions in combat other than disbursement of the the Command bonus dice.

Multiple skill tasks: There is no example given for this and the only wording is, "If the task requires two or more skill rolls, the bonus can be split up among the any of these rolls. My guess would be that the bonus if any is applied would be given to the character with the highest skill for that roll, meaning if the task required 3 rolls you might have 3 different characters making rolls to complete it.

The bulk of the section is devoted to determining the Difficulty of the Command roll which takes into account a bit of everything:
  • Skill/experience or lack of it
  • How well the characters know/have worked with each other.
  • Complexity of the task
  • Precision needed to complete the task
  • Number of characters involved
  • Time taken to complete the task
  • Other factors(which includes weather)


It really is a mess. Other than the Command roll, how to handle single skill roll tasks, and guidelines on how to choose a Difficulty, which seem to be defined reasonably well, the rest is, to say the least, lacking in explanation. What's more the section this comes from is Gamemastering Tips, which state that it's a collection of tips and game options, so use of these 'rules' are definitely GM discretion.
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PostPosted: Sat Apr 21, 2012 12:54 pm    Post subject: Reply with quote

On the other hand, if you check out d20, they've got a rule for everything from how a character ties his shoes (which requires a feat) to how to use the force telekinetically slam one living creature into another. The level of specificity in that system really bogs it down. It seems rather apparent to me that D6 is a lot looser purpose, and the only thing that really matters in th end is the GM's interpretation.
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