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pooling_powers

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Dice Mob Home > Dice Mob Rules > Skills in General > Standards for Skills

Pooling Powers

Akin to skills affecting other skills in a single character, they can also affect each other in a party.

We’ve probably seen in books, movies, and television shows where magicians pool their powers to make much stronger attacks. In real life, people with the same skills can work faster and better through cooperation. In most RPGs, they don’t even try to handle something like this. In Dice Mob, this is super easy. Both characters must have prowess in the same skill, e.g. fire magic, but then they just add their extra dice together, two dice to try plus one die per degree of prowess for all of the characters involved. The levels, where appropriate, are also added together to determine range, area of effect, etc.

When determining which form of a skill can be used, it would be the highest degree of one of the involved characters, not a sum of the degrees.

Example: A trio of magicians want to burn down an orc encampment with a firestorm. Even pooling their powers, at least one fourth degree magician would be required, assuming that the storm version of fire magic required at least a fourth degree magician to cast. (We’ll talk more about elemental magic and how the various degrees work later.)

So why would characters want to pool skills? Because two second degree fire magicians could roll eight attack dice (“two for trying”, “two for proficiency”, two for one magician’s skill degree, two for the second magician’s skill degree) against a single opponent instead of six dice and six dice. If the opponents are weak, rolling only three dice of defense, it would be better for each character to attack separately, i.e. divide and conquer. But if an opponent is particularly powerful, for example an eight defense against all attacks, eight dice attacking the opponent have a much better chance of causing at least some damage than the two characters acting individually. Also the additional range could mean the difference between hitting an enemy and having the spell fizzle out early.

With defenses, this would work the same way. But the players would again have to decide whether it’s worth it for two characters to throw up two defenses (each with their own two “try” dice and “proficiency” dice) or to pool their powers to throw up a single pooled defense.

And some pooling of powers just doesn’t make sense. Mental powers, for instance, can’t usually enhance one another, nor does it make sense for someone to lend a hand in dodging an attack.

pooling_powers.1567268757.txt.gz · Last modified: by dungeonmaster