Assisting with skill checks (minor spoilers for Sailors)

For DCC RPG rules discussion. Includes rules questions and ideas, new rules suggestions, homebrews and hacks, conversions to other systems, and everything else rules-related.

Moderators: DJ LaBoss, finarvyn, michaelcurtis, Harley Stroh

Post Reply
Mickey Blue
Ill-Fated Peasant
Posts: 9
Joined: Sat Aug 15, 2015 5:23 pm

Assisting with skill checks (minor spoilers for Sailors)

Post by Mickey Blue »

So the rules sort of imply that assisting others with skill checks is possible, at least in some cases (obviously it would have to be a check where assisting made sense), and this makes logical sense (and is common in similar games) however there are no guidelines on how, mechanically, to do so.

For example, early in the Sailors.. adventure there are two places which call for some fairly difficult strength checks; one is in Felan's tomb where you have to make a DC 20 check to get the door open and then two back to back DC 23 checks to free the body/armor from the ice.

However, at the portcullis trap you can either make a DC 23 check or have four characters who's STR adds up to 40 just lift it. It seems like if you can combine characters to lift the portcullis you would be able to do so to move the rock, or even free the corpse.


So, since there don't appear to be any specific rules for this, how do you guys handle assisting characters with skill checks mechanically?

Thanks
User avatar
GnomeBoy
Tyrant Master (Administrator)
Posts: 4127
Joined: Fri Mar 10, 2006 1:46 pm
FLGS: Bizarro World
Location: Left Coast, USA
Contact:

Re: Assisting with skill checks (minor spoilers for Sailors)

Post by GnomeBoy »

Here is one of the discussions of this topic (a bit further down the page in this section :wink: ): http://www.goodman-games.com/forums/vie ... fac69f214b
...
Gnome Boy • DCC playtester @ DDC 35 Feb '11. • Beta DL 2111, 7AM PT, 8 June 11.
Playing RPGs since '77 • Quasi-occasional member of the Legion of 8th-Level Fighters.

Link: Here Be 100+ DCC Monsters

bygrinstow.com - The Home of Inner Ham
User avatar
finarvyn
Cold-Hearted Immortal
Posts: 2599
Joined: Fri Jun 26, 2009 3:42 am
FLGS: Fair Game, Downers Grove IL
Location: Chicago suburbs
Contact:

Re: Assisting with skill checks (minor spoilers for Sailors)

Post by finarvyn »

I like the "advantage" rules from D&D 5E. If a character is at "advantage" they roll two appropriate dice (in 5E they're always d20's, in DCC they could be others) and keep the higher number. If a character is at "disadvantage" they roll two and keep the lower. Easy to run on the fly.

So, if a character was assisting another then the one performing the task is simply at "advantage" when he rolls to attempt the action.
Marv / Finarvyn
DCC Minister of Propaganda; Deputized 6/8/11 (over 11 years of SPAM bustin'!)
DCC RPG playtester 2011, DCC Lankhmar trivia contest winner 2015; OD&D player since 1975

"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own."
-- Gary Gygax
"Don't ask me what you need to hit. Just roll the die and I will let you know!"
-- Dave Arneson
"Misinterpreting the rules is a shared memory for many of us"
-- Joseph Goodman
User avatar
Skars
Mighty-Thewed Reaver
Posts: 312
Joined: Sun Jun 24, 2012 7:05 pm
Location: Napa, CA

Re: Assisting with skill checks (minor spoilers for Sailors)

Post by Skars »

*Pump* up the dice chain each helper (when applicable, or limit how man helpers due to circumstances).
User avatar
Ravenheart87
Tight-Lipped Warlock
Posts: 903
Joined: Wed Jan 05, 2011 3:34 pm
Location: Győr, Hungary
Contact:

Re: Assisting with skill checks (minor spoilers for Sailors)

Post by Ravenheart87 »

Skars wrote:*Pump* up the dice chain each helper (when applicable, or limit how man helpers due to circumstances).
Yeah, the dice chain is very DCC, and seems pretty much underused compared to how much love it deserves.
Vorpal Mace: a humble rpg blog with some DCC-related stuff.
Post Reply

Return to “Rules discussion”