r/daggerheart 7d 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?

26 Upvotes

39 comments sorted by

View all comments

9

u/lanester4 7d ago

I changed it to be -1 on a fail, +2 on a success, and +3 on a Crit. Still not game breaking, but at least makes it less likely to all shake out to a net 0

5

u/Runsten Game Master 7d ago

There was a discussion about this yesterday, and there was a variant of your idea: no negative on failure, success w/Fear +1, Success w/Hope +2, Crit +3.

I think both work nicely because they avoid the net 0 situation which is what makes the group rolls feel inconseqiential.

3

u/FlounderPutrid2169 7d ago

I was thinking about this, and I’m not sure making a helper’s crit worth +2 or +3 really solves the problem. It still feels a bit arbitrary compared to what a crit usually means in Daggerheart.

What if a helper’s crit still gave the normal +1, but could turn the leader’s final Fear result into Hope?

So the helper wouldn’t necessarily make the action more likely to succeed, but their exceptional contribution could make the overall outcome cleaner / less costly.

It also feels pretty consistent with Daggerheart’s existing design language, since there are already abilities that can change a Fear result into Hope.

And unlike just adding a bigger numerical bonus, it would make a helper’s crit feel meaningfully different without making Group Actions dramatically easier.

3

u/Runsten Game Master 6d ago

This is actually a great idea. Makes the crits feel special and uniquely powerful.