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Help from others
Posted: Sat 27 Sep 2025, 19:17
by BigGrump (Greg)
Pg. 11 of the quick start -- > I feel like giving up your entire turn to only add (+1) D6 to their action is WAY too big of a sacrifice. I understand that there will be perks that increase the amount of dice you can give an ally. I still think it is weak. It also removes you completely from the narrative outcome of the roll. IDEA: Pre pick a STUNT for your ally's attempted action; if they succeed, perform your chosen stunt. It gives you a guaranteed stunt but only if your ally succeeds on their roll. After doing some D6 dice rolls, I am pleased with the success rate and the reduced likelihood of getting a stunt. HELP FROM OTHERS: should feel more like a fast ball special; it is two players trying to do something together and adds the narrative // creation supers thrive on.
Re: Help from others
Posted: Sun 28 Sep 2025, 07:02
by pelorus
I like this suggestion.
The 1d6 aid is ...really not worth it.
Another option that might work is that the Aiding player makes their Roll, any every success adds to the Final Result. But the Aided player still has to succeed on their roll or it's wasted.
This would emulate the "we have to team up to finish it so you hit it high and I'll hit it low." manoeuvre. Super useful for getting through highly armoured opponents but could equally be:
Atom Eve decided to aid Invincible in fighting a Kaiju. She rolls her matter transformation and gets 2 Successes (by transforming the air around the Kaiju into restraints). Invincible rolls his punch attack and gets 3 Successes. This combines with her 2, to create 5, and they do a whopping amount of damage (or unleash some stunts)
The "issue" though is that when players figure it out, they unleash joint attacks or aiding all the time. This may or may not give you the result you want.
Re: Help from others
Posted: Sun 28 Sep 2025, 07:15
by FatherJ_ct
I do like the sounds of that. Help from the other is a stunt which the other picks to do (like extra attack or save bystanders, especially if helper is later in the initiative order and after the bad guy about to blast the bystanders), but only if the person succeeds. Successful person still gets their own extra successes, the help stunt is separate.
It sounds good on paper, quite superhero worthy.
I think I would reserve that "hit em high/low" for a talent that both have to have, perhaps "Duet fight training", so it limits down that unleashing you were worried about.
Re: Help from others
Posted: Tue 30 Sep 2025, 07:42
by BigGrump (Greg)
I think it needs its own STUNT list. No idea what that would be but something more tailored toward a combined result on a success. I am re-reading INVINCIBLE; it has been a long time. I realized I don't actually remember any team up moments. In terms of supers, it just feels like a thing. Move together, attack together, overcome together, etc. I'm not sure how that can be captured in game terms though.
Re: Help from others
Posted: Tue 30 Sep 2025, 13:34
by pelorus
There's quite a few team up moments in the first few issues. Omniman and Invincible out together. The Guardians against the Maulers.
Locking it behind a Talent is a good idea. and BOTH need to have the Talent.
Re: Help from others
Posted: Thu 02 Oct 2025, 12:17
by Halo
Now how good a 1D6 to 3D6 is of course depends on how many dice they have from the start, I would rather see a stronger Help mechanic come from something you can pick as a team bonus.