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H.G.'s avatar

I almost played Racoon Sky Pirates last week! Didn't know much about it so I didn't end up buying it in the store, meant to look for some recommendations, so this is pretty convenient. I don't have a help action in my game, I've been thinking about that and this post. In my own game checks are made with two d6, advantage can be gained multiple times, each time you gain advantage you get to roll another d6, you pick two to use, rolling 6s often activates some sort of effect. A first pass on a help action for this system is:

Perform an action that directly supports an ally's action. If this does not involve a check, roll one anyway. You can trade dice with your ally in the context of this pair of checks.

Not sure if this is balanced. On one hand, you're effectively giving your ally double advantage, on the other hand you are trading those dice, so you still end up performing a check with whatever you got. Depending on what you're doing you might not want to fail badly, so maybe you won't just trade your best dice away. I have a couple other skills that are move involved, but I like the idea of trading dice as a generic mechanic.

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May 5, 2024
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Eric Faber's avatar

I think this is definitely more compelling than the base BitD group action. Writing it all out might make it seem unwieldy, but I'm sure a quick little chart and doing it a few times makes it slick and gets everyone engaged in the roll, the fiction, and the outcome of both. I like it a lot!

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