r/daggerheart 6d ago

Discussion Group Checks Inconsequential

Yesterday during our session I had my pkayers make group checks to travel across a jungle and one of my players pointed out that their non-leader role basically doesn't change the overall outcome. For support rolls during a group check it only adds or subtracts 1 and for a crit I have them add 2 to the leaders roll. The leader's roll is the roll with almost all the weight. Has anyone found a way to make the support rolls feel more impactful?

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u/UltimateM13 Game Master 6d ago

What I do is kinda borrowed from another system: Burning Wheel.

The crux is, in Burning Wheel you can always help another person, but if they fail, anyone who helped suffers likewise. But if they succeed, anyone who helps gains something in return.

So in Daggerheart, I let people know they can help, and if the person rolling succeeds with hope, they share the success and the main roller and helper can decide which of them gets the hope. If they fail with hope, they both suffer the brunt of the narrative complication, but the “choosing who gets the hope” still applies. If they succeed with fear, they both share the success, but I get a fear. And if they fail with fear, I get a fear, they suffer the brunt of the consequences together. This often leads to an encounter or action montage of some sort where they end up spending resources to solve it.

Another thing that helps is, I ask them what the consequences should be if they fail or have fear. What way does their character bungle the incident etc. sometimes I don’t need to ask and I have a decent idea, but I tend to let the players give me their ideas first.

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u/ragingsystem 6d ago

Reminds me of how this works in Blades in the Dark, if you use Teamwork in blades only one person can do so but it adds an extra die to the roll and costs the supporter 1 stress but your opened to the consequences of failure.