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The Dresden Files => DFRPG => Topic started by: chiborg on June 10, 2011, 03:02:13 PM
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Imagine the following conflict: Four gang members with baseball bats against a werewolf with superhuman speed and toughness and +4 athletics skill. Each gang member attacking on its own will hardly scratch the werewolf. But if the teamwork rule comes into play, the main attacker will get a +6 on his attack roll if his team is successful. But how is the success of the other members determined? If it's an opposed roll, it's back to square 1 because the werewolf will shrug off each maneuver. I'd rather do an unopposed roll for each gang member against a difficulty of +4 (+3 for the maneuver, +1 for the speed bonus of the werewolf). What do you think?
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I'd do it (without requiring any special rules) to have on team member put a block on the werewolves actions, two team members manoeuvre and give the aspects to the forth team member who does the actual attacking.
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Usually a Maneuver granting the "Assisted by [insert name]" Aspect is 1-2 shifts lower than the roll the main character will be making. Mind you, this is mostly for helping with challenges that have a static difficulty, and not an opposed roll.
You could also borrow the Minion rules from Spirit of the Century and have each additional team member add a +1 and an extra stress box or something like that.
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If it's an opposed roll, it's back to square 1 because the werewolf will shrug off each maneuver. I'd rather do an unopposed roll for each gang member against a difficulty of +4 (+3 for the maneuver, +1 for the speed bonus of the werewolf). What do you think?
Not all maneuvers need be opposed rolls. A simple one might set up a "Coordinated Attack" or "Working in Concert" aspect. Another could be setting a scenery aspect. Better yet, some of those work as Declarations so the may well attack as well.
Just need to look at the bigger picture - sometimes asking "How can I make this group more effective" is better than "How can I make this opponent less effective". Both accomplish the same ends but the second is opposed while the first isn't.
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Yeah, I'd focus on "buffing" the main attacker as opposed to trying to maneuver the werewolf. It's way easier to set up aspects on a willing target.
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Usually a Maneuver granting the "Assisted by [insert name]" Aspect is 1-2 shifts lower than the roll the main character will be making. Mind you, this is mostly for helping with challenges that have a static difficulty, and not an opposed roll.
To save die rolling, maybe set the difficulty at three for the manuever (Werewolf's Athletics of 4 minus 1) so just the attacker is rolling. Maybe even allow the werewolf to invoke appropriately to increase the difficulty?
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Keep in mind the rule of excess successes. If the werewolf has a maneuver against it of Good (+3) strength, and the werewolf gets a +7 to remove it, it should be able to apply the remaining 4 shifts to remove a different maneuver against it.