Saturday, May 17, 2014

Mighty Deeds of Arms, With Friends

I've been out on assignment the last couple of weeks, working on some writing, so not much time to post to the blog. It may be like that for a while, but I'll try to get some thoughts out there, even if they don't quite add up to the long-post glory that you've come to expect.

Anyway, I saw something +Keith J Davies posted earlier today on the G+, for his Teamwork Feats element in the Echelon Reference Series. The whole idea of teamwork feats seems like it could easily be adapted to DCC RPG. Think about it: Two or more warriors attack an extremely large creature, say an ogre or something. Neither one of them is particularly strong, so brute force won't do. However, they have each other to rely on, and complementary might deeds of some sort.

 Wonder Twin powers... ACTIVATE!
No, not like that. Please, god, no. 
Oh, now I get it. They're elves. 

Maybe something like this is a little more apropos, given the probable intelligence of the average warrior.

Shake... and Bake!

One last image. This one better captures the gritty nature of the Mighty Deeds, because they are Warriors, right? Maybe it would be more like this, but without the Juggalo paint. The silly armor, though, that can stay.

A staple of my Saturday mornings in the 1980s.

Anyway, think about how individual Mighty Deeds could stack to achieve greater effects.

"Oh, what's that? An ogre? A big ogre? Whatcha gonna do, Sir Mighty Pants, with your 12 Strength?" (because you rolled 3d6 in order, right?)

You're gonna bring a buddy. That's what you're gonna do. None of that silly tagging in and out, either. This is a steel-cage deathmatch battle royale! So...

  1. The warriors attempting the team Mighty Deed go on the lowest initiative of the characters attempting the Deed. Doesn't matter if one of the people has a 20 and another one rolled a 1. You go on the 1.
  2. Each player must achieve the Mighty Deed, as per the rules--You have to hit, and you have to roll a 3 or better on the Deed Die.
  3. To determine the outcome, do some math. You could either average the results, add them together, or take the highest and add only part of the lower one. I like the idea of adding the results together, as they give a sense of added value of teamwork, and emulate the added Power of Friendship (or whatever) achieved by the Team Deed.
Sorry, daughter, no pony pictures for the Power of Friendship. That's a bridge too far.

Remember: The actual mechanic used to determine the nature of the outcome just needs to capture that the Team Deed is more potent than the individual Deed. Use whatever is easiest for your brain to handle. Like I said, I would add the results, as it makes it more like two (or more) characters have combined to make themselves equivalent to more powerful character.  

So, why do this? Because it could be fun, that's why. The Team Deed has the added benefit of moving the players away from just taking turns, rolling sequentially, and then waiting in between for the next attack, hoping they don't die in the interim, and probably dicking around on their cell phones. I think it also could promote better role-play, and even (I shudder to say) "team-building" among the group of players, and, by extension, the members of the adventuring party. When everyone is engaged, and stays engaged, the game session just got more fun for everyone (except for he wizard, but that guy's a jerk, anyway). 

I could even see the possibility of non-warriors getting in on the act (spell duels, anyone?), but I'm not sure how that might work. Maybe the thieves could start with "trust falls," and work up from there. Team-building is hard, guys, especially for larcenous types.

Oh, and if one or both of the Mighty Deeds doesn't go off as planned, the Big Nasty gets to play with the little warriors. That's where the Judge's fun begins (and the lives of the characters may end). But when it works, the result is <insert dramatic pause here> mighty, indeed. 

And then the players get to do this, because you just know they'll want to.