Over
here Brendan is talking about how to model a total team effort in
RPGs. Whereas a party is a group of individuals, there are times when teamwork
is necessary. For instance, getting NPCs across a chasm or piloting an
unfamiliar sailing ship through a storm. I don't know, there are a lot of
things like that.
(Incidentally, I like reading Brendan's blog so I
know what I'm going to be interested in in 2-3 years. He's always 2-3 years
ahead of me.)
In the case of a modern skill-based system, there
are specific procedures laid out on how some characters can help the main guy
or whatever. Lame, I think, but reasonably simulationist.
But here, I want to talk about games without skill systems. Mythical Journeys is so dead simple that there are barely even stat bonuses let alone skills.
So this is what I was thinking.
Make it a series of dice rolls simulating skill
checks. You don't actually have to play in a skill-based system; you can just
use ad hoc rolls.
For Mythical Journeys, where stat bonuses go from -1 to +1, it's best to use a 1d6 for the die. Then a bonus or penalty is about 17%.
For, say, B/X, use a 1d20 where each point of bonus is about 5%.
Then decide how hard it is to add a little bit of success to the team effort. That's how difficult the task is.
It will require a lot of finesse from you but that's true whenever we're talking rulings versus rules, too. This sounds wonky but in practice it feels very
good and simulates teamwork very well.
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