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TheDoctor Lieutenant Commander
Joined: 27 Dec 2007 Posts: 150 Location: San Francisco
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Posted: Tue Feb 18, 2014 4:58 pm Post subject: Combined Actions rules flaws - how do you get around them? |
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Combined Action Rules in summary:
*Character with highest PERCEPTION or Command is the "Commander"
*The Commander can coordinate only as many people as s/he has Command dice
*Command difficulty is based on how well the coordinating characters know each other and complexity of the task
*If the Commander is working on the task as well, there's a MAP
*A successful Command check results in a Combined Action bonus of +1 per character combined (or +3D per 3 people) added to Character's roll with the highest skill level for the relevant task.
Problem 1: The average squad is between 8 and 10 troopers commanded by either a Corporal or Sergeant, does that mean every Corporal or Sergeant has at least 7D in Command?
Problem 2: Han is working on repairing the Alluvial Dampners and could use some help from Chewie. Being the Captain, Han would be the commander, would suffer a -1D MAP for "Commanding" and fixing the Alluvial Dampners, but would only receive a +2 [edited from "=1"] to the roll representing Chewie's help. Intuitively it makes sense that Chewie would be helpful, but it game terms, his +2 help doesn't outweigh the -1D MAP.
Problem 2.5: Han gets a +2 bonus for combining actions whether the "helper" is Chewie or Jar Jar Banks (sorry, Jar Jar!). You'd think there'd be a difference.
How do you guys get around these scenarios? Do you have house Combined Actions rules? _________________ "We attack under cover of daylight. Yes it's the last thing they'll be expecting, a daylight charge over the minefield." - Arnold Judas Rimmer, BSC SSC
Last edited by TheDoctor on Tue Feb 18, 2014 6:41 pm; edited 1 time in total |
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Ral_Brelt Lieutenant Commander
Joined: 05 May 2013 Posts: 221
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Posted: Tue Feb 18, 2014 5:11 pm Post subject: |
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In response to question two...
Han is also participating in the repair, so wouldn't that make it +2D for 2 beings? Which would then make it a net +1D to the repair roll. (2D bonus - 1D MAP) |
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TheDoctor Lieutenant Commander
Joined: 27 Dec 2007 Posts: 150 Location: San Francisco
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Posted: Tue Feb 18, 2014 6:35 pm Post subject: |
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Ral_Brelt wrote: | In response to question two...
Han is also participating in the repair, so wouldn't that make it +2D for 2 beings? Which would then make it a net +1D to the repair roll. (2D bonus - 1D MAP) |
No, it would only be +2: +1 per being helping per Star Wars RPG: p 83. _________________ "We attack under cover of daylight. Yes it's the last thing they'll be expecting, a daylight charge over the minefield." - Arnold Judas Rimmer, BSC SSC |
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griff Captain
Joined: 16 Jan 2014 Posts: 507 Location: Tacoma, WA
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Posted: Tue Feb 18, 2014 6:41 pm Post subject: |
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Reply to #1. I too always had a problem with the #D=to people commanded. If I remember there is a Command Difficulty chart. Second Edition (Blue Vader Book). _________________ "EXECUTE ORDER 67. Wait a minute, that doesn't sound like order 67..... No, wait. Yes, yes it does. EXECUTE ORDER 68" Palpatine's last moments - robot chicken. |
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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
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Posted: Tue Feb 18, 2014 6:52 pm Post subject: |
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I have been considering this in my games as well. First off it does not seem that the bonus is nearly high enough (+1 per person, 3 people is +1D). It does seem a messy system as well. Though I think your example would be a combination of Command and Tactics, but I do understand what your saying.
I will have to give this some more thought. Share some of my ideas. Then again I am not the be all, end all of the SWD6 mechanics. I too would love to see peoples suggestions on this as it currently is 1. ineffective and 2. doesn't make much sense. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14173 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Feb 18, 2014 7:09 pm Post subject: |
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griff wrote: | Reply to #1. I too always had a problem with the #D=to people commanded. If I remember there is a Command Difficulty chart. Second Edition (Blue Vader Book). |
But the often overlooked part of that is Those who are highly skilled or used to one another (like a veteran squad of troops lets say) they can be commanded even if the # of D the leader has in command would not show it. _________________ Confucious sayeth, don't wash cat while drunk! |
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TheDoctor Lieutenant Commander
Joined: 27 Dec 2007 Posts: 150 Location: San Francisco
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Posted: Tue Feb 18, 2014 8:03 pm Post subject: |
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So it's not just me...that's good.
Now I know this is straying into House Rules territory, but does anyone have alternate rules for combining actions?
At a con where I was running a D6 game, I couldn't remember how the combined actions rules went, so I made it up on the fly that the people cooperating on a task would both roll, and the higher roll would count toward the task. _________________ "We attack under cover of daylight. Yes it's the last thing they'll be expecting, a daylight charge over the minefield." - Arnold Judas Rimmer, BSC SSC |
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griff Captain
Joined: 16 Jan 2014 Posts: 507 Location: Tacoma, WA
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Posted: Tue Feb 18, 2014 9:18 pm Post subject: |
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Just a thought, if two are combining have the higher skill roll with one level difficulty lower, decrease the repair time in half. You shouldn't need to make a lot of convoluted adjustments. If many hands make light work the task, a simple solution would be the best for quick game play. _________________ "EXECUTE ORDER 67. Wait a minute, that doesn't sound like order 67..... No, wait. Yes, yes it does. EXECUTE ORDER 68" Palpatine's last moments - robot chicken. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16282 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Feb 18, 2014 10:05 pm Post subject: |
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With regards to question 2, recall that the MAP only applies in the round in which the Command is given, but the bonus for coordinating continues for the length of the repair (base of 15 minutes, subject to modification). If Han takes 1 round to use his Command skill to coordinate with Chewie, he just has to wait until the next round to start making the repair. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Random_Axe Lieutenant Commander
Joined: 11 Sep 2013 Posts: 102 Location: Toronto
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Posted: Tue Feb 18, 2014 11:16 pm Post subject: |
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shootingwomprats wrote: | I have been considering this in my games as well. First off it does not seem that the bonus is nearly high enough (+1 per person, 3 people is +1D). |
I also never liked the Combined benefits from 2e (Blue Vader book). I have always stuck with the Combined actions rules from the original Rules Companion, wherein you take all the "supporting" characters' relevant dice in the skill, and the lead roller gets that many pips as the benefit.
ie. Luke is rolling his repulsor repair skill of 4d+2, with Leia (skill of 3d+1) and JarJar (skill of 4d+1) and hapless Han (2d+2).
Leia adds +3, JarJar adds +4, and hapless Han adds +2. Therefore Luke will roll 4d+2, +3+4+2, or 4d+11 for his Landspeeder fix. |
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griff Captain
Joined: 16 Jan 2014 Posts: 507 Location: Tacoma, WA
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Posted: Wed Feb 19, 2014 1:31 am Post subject: |
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From last post- 4D+2. +3+4+2 equals 4D+11.
I have treated all bonuses to die codes as normal pips which the roll would be 7D+1. _________________ "EXECUTE ORDER 67. Wait a minute, that doesn't sound like order 67..... No, wait. Yes, yes it does. EXECUTE ORDER 68" Palpatine's last moments - robot chicken. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14173 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Feb 19, 2014 4:00 am Post subject: |
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Random_Axe wrote: | shootingwomprats wrote: | I have been considering this in my games as well. First off it does not seem that the bonus is nearly high enough (+1 per person, 3 people is +1D). |
I also never liked the Combined benefits from 2e (Blue Vader book). . |
I much prefer the granular system the vader cover original 2e book had.. 2 gets you +1d, 4 gets you 2d and so on.. and unlike how R&E had it, combining added to both the to hit and damage pools. _________________ Confucious sayeth, don't wash cat while drunk! |
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Quetzacotl Commander
Joined: 29 Jan 2013 Posts: 281 Location: Germany
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Posted: Wed Feb 19, 2014 9:28 am Post subject: |
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Which is nearly the same as it is now.
Each person +1, Every 3 Persons +1D (instead of the +1 each).
But this ignores the abilities of the people again.
Another idea could be:
Make everyone roll.
The first person uses his full result.
The second person adds half of his result.
The third person adds one third of his result and so on.
At one point another person more doesn't really add anything, he might even stand in the way. |
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TheDoctor Lieutenant Commander
Joined: 27 Dec 2007 Posts: 150 Location: San Francisco
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Posted: Wed Feb 19, 2014 5:43 pm Post subject: |
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Quetzacotl wrote: | Which is nearly the same as it is now.
Each person +1, Every 3 Persons +1D (instead of the +1 each).
But this ignores the abilities of the people again.
Another idea could be:
Make everyone roll.
The first person uses his full result.
The second person adds half of his result.
The third person adds one third of his result and so on.
At one point another person more doesn't really add anything, he might even stand in the way. |
I like your idea, that's pretty similar to how I had thought of handling it in the future. _________________ "We attack under cover of daylight. Yes it's the last thing they'll be expecting, a daylight charge over the minefield." - Arnold Judas Rimmer, BSC SSC |
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TheDoctor Lieutenant Commander
Joined: 27 Dec 2007 Posts: 150 Location: San Francisco
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Posted: Wed Feb 19, 2014 5:44 pm Post subject: |
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crmcneill wrote: | With regards to question 2, recall that the MAP only applies in the round in which the Command is given, but the bonus for coordinating continues for the length of the repair (base of 15 minutes, subject to modification). If Han takes 1 round to use his Command skill to coordinate with Chewie, he just has to wait until the next round to start making the repair. |
This I had not considered. Thank you for mentioning it! _________________ "We attack under cover of daylight. Yes it's the last thing they'll be expecting, a daylight charge over the minefield." - Arnold Judas Rimmer, BSC SSC |
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