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Cooperative Rolls - Why Bother?

 
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paladintodd
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Joined: 06 Feb 2013
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PostPosted: Tue May 06, 2014 9:52 am    Post subject: Cooperative Rolls - Why Bother? Reply with quote

In our last session, the players needed to make a climbing roll to pursue an adversary - and none of the PCs had climbing. Confused

Being perfectly reasonable, one player decides he'll help the other player climb up. The old "give me a boost!".

Checking the rules, that looks like a Cooperative Roll. To give the climber a +1, the booster would have to roll a success on his Climbing roll. BUT, if he rolled a success, he would make the climbing roll himself. Why waste my success just to give someone a +1? (Not to mention, you can't Cooperative Roll if you don't have the skill. So, by the rules, you can't even give someone a boost.)

Is there a better way, by the rules, to handle this? A better way outside of the rules?
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amerigoV
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Joined: 06 Jul 2009
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PostPosted: Tue May 06, 2014 10:50 am    Post subject: Reply with quote

I always viewed these rules as a way to hit a pretty high TN. You have the best person roll and the other folks can get them a few bonuses. Healing is a good example where there are high number of wounds involved.

In your scenario, if the climb was just 10' anyway, then that is reasonable for no roll or just Str to finish it off. If they are boosting someone up to then climb another 50', well, then people are SOL if they do not have climbing

(this presumes a hard climb vs. something like a steep hill, which I would not call for climbing anyway).
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Lord Inar
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PostPosted: Tue May 06, 2014 11:58 am    Post subject: Reply with quote

As written, the cooperative rolls are a bit limited. But it is very easy to make them much more versatile.

One of the best ways we found is to let someone justify using another trait that they do have to help. In your example, you could allow someone to use a Strength roll to assist Climbing, if it primarily is a boost and not extended climbing.

We've also used "delayed" cooperative rolls (we actually did this with Climbing) where someone explains something, makes the roll and then when the character attempts it he gets the bonus. If it is difficult or complex, you could have the character makes a Smarts roll to remember it correctly.

Finally if people are doing things simultaneously, we've allowed cooperative rolls to assist someone while taking a -2 on your own action (sort of like a MAP but without the -2 on the assist). e.g. Joe has no Climbing skill so he'll be rolling d4-2. Larry has a Climbing d8, so he elects to make a d8-2 Climbing roll so that he can make a d8 Climbing assist roll and give Joe a couple of bonus points to his roll.

Finally one we've been toying with is to allow a Persuasion or Intimidation roll to "assist" removing the Shaken condition. If another player is willing to spend his turn cajoling another player to snap out of it, why not give them a bonus?

None of these options break the spirit of cooperative rolls, as far as I'm concerned, and it promotes much more character synergy and interaction.
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Darq666
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Joined: 20 Apr 2012
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PostPosted: Tue May 06, 2014 12:45 pm    Post subject: Reply with quote

The idea is to give one individual a better chance of success - Scotty needs to get the warp core on line or we are all dead! kind of rolls.

The way you outlined, it wouldn't have worked as to make a cooperative roll, the helpers must actually have the skill.
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Clint
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PostPosted: Tue May 06, 2014 12:54 pm    Post subject: Reply with quote

Cooperative rolls are there for tasks that have a time constraint and typically only one person can attempt it in that time.

If all the players can try to climb, then they may as well all attempt it.

As far as giving a boost up, that's really not even something that needs a roll. Kind of like climbing a ladder, rope, tree, etc. If the person is willing to help you climb them, then no roll needed. And that would reduce the total climb distance by 1" which could remove one of the rolls to complete the climb.
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