New Rule (possibly): Group Narrative Checks

This feels like a game mechanic looking for a problem to solve.

If you really wanted it to be core and not optional, I would replace Task Chains with this approach. No reason to have two different ways to resolve group tasks.
 
There are different sorts of tasks that a group can work on together. Some would suit this rule more than a dependent task chain or a leader with assistants, just as others are best suited for whoever completes the task first.
 
There are different sorts of tasks that a group can work on together. Some would suit this rule more than a dependent task chain or a leader with assistants, just as others are best suited for whoever completes the task first.
@MongooseMatt I think this is true, I'd suggest having a Group Task heading with Task Chains, Working Together, and Group Narratives all in there to allow the Ref to select which is appropriate for the situation.

Having more options in your toolbox as a Ref is always a good thing.
 
As I mentioned in another thread, I could have sworn there was already something like this, but I wasn't able to find it anywhere.

MegaTraveller? TNE? Mongoose 1st?
Maybe it is because I have posted it many times on here and CotI :) (not all that likely), plus a similar rule appears in many games.
 
Summing effect until a critical number is achieved is far superior to task chains in my experience, which is why I use it.

As things stand every roll after the first increases the probability of failure, not success, even if the first is successful and grants a bonus to the next roll, with some caveats.

The reason I changed was climbing a cliff in a RuneQuest game.
 
Summing effect until a critical number is achieved is far superior to task chains in my experience, which is why I use it.

As things stand every roll after the first increases the probability of failure, not success, even if the first is successful and grants a bonus to the next roll, with some caveats.

The reason I changed was climbing a cliff in a RuneQuest game.
I like the summing of effect to the Target success. Where I think this falls short is tracking the failures or is that implied with each party member only getting one action?

What if the action spans multiple turns as in the cliff climbing example? Do you use one set of rolls or multiple?
 
I stupidly required three successful climbing rolls to get to the top, since the PCs has climbing between 35 and 55 it did not end well.

So, after rolling new characters, instead of falling to their death on an unsuccessful roll they made no progress and it cost fatigue points... which got me thinking about how about if a successful roll granted so much towards success and an extended task like this required amassing a certain number of points...

this was 1986-ish
 
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