Cooperating on a prolonged action

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Yepesnopes
Posts: 271
Joined: Wed May 08, 2013 4:55 pm

Re: Cooperating on a prolonged action

Post by Yepesnopes » Tue Aug 04, 2015 11:12 am

Uristocles wrote:From a LM perspective I like it because it dissuades a group of players from actively seeking cooperative rolls all the time.
I have been gamastering Star Wars Edge of the Empire lately, where cooperative checks can mean a huge boost on the dice pool. Cooperative checks have become the norm, every time, every player looks for a cooperative roll. It is a bit annoying.

zedturtle
Posts: 3289
Joined: Sat Mar 22, 2014 12:03 am

Re: Cooperating on a prolonged action

Post by zedturtle » Tue Aug 04, 2015 2:20 pm

If you do decide to allow cooperative actions, remember TOR gives you the additional Carrot/Stick of Advancement Points. Maybe if your players try to co-op even minor actions then you don't award AP for any rolls made on co-ops, etc.
Jacob Rodgers, occasional nitwit.

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aramis
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Joined: Wed Jul 03, 2013 11:17 pm

Re: Cooperating on a prolonged action

Post by aramis » Mon Aug 17, 2015 6:42 pm

The only way to cooperate that I see in the 2E rules is to prolong the action...
And that always lowers the difficulty in exchange for more rolls, and EACH failure has effects.

In general, time taken as the barest minimum: the failure costs as much time as the base time for the action without cooperation would have, and cannot be retried until the failure has taken its time - simply because you don't know it's failed until then. Most should cost endurance or fatigue, as well as the time. And a sauron that fails should block the whole bloody task from being completable.

So, when the difficulty is in reach, it's often less risk to do once. Take skill 2, and difficulty 16. Probability of success is about 23%. 3 skill TN14's is 0.43 *0.43*0.43 chance of success, or about 7.9% chance of initial success; if you spend hope, the odds get much better, but you spend 3x the hope...

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