Clocks and group sizes/skills
Admission up front – I am allergic to maths.
So, I figured I’d throw this out here. Clearly there is a question of balance between the resources a player group can marshall (number of players and the increasing skills of characters) versus the complexity and number of clocks faced in a given heist.
In other words, two players with starting skills will have a harder time of four six segment clocks than a group of four players with experienced characters.
Is there a system here that I’ve missed, or does one need to be made? Or is it just ‘make it up and guess’?
I’m assuming (allergies, remember) that there are percentages involved in this so I imagine there could at least be a fast and easy rule of thumb developed by a non-allergic person.
I don’t see this as an issue as much as an apropiate reality. Small in experienced groups will have difficulty handling desperate (and sometimes risky) situations, especially ones that require a lot of steps like a 6 count clock. (though it looks like effect rolls might be on their way out) As group sizes increase and use team work, or as players increase their die pools, they’re ability to handle these situations improve. As for the veterans though, they’ll likely have accumulated some trauma along the way.
Also consider that smaller groups will not fail more, but they’ll have more complications. This may mean the games pacing slows as they deal with those complications but that’s probably appropriate for a small group.
I think the fiction needs to follow from the group too. If you are a smaller crew and you are tackling an obstacle that narratively warrants a big clock, then its a big deal! Probably means that the gang has to come up with an inventive way of overcoming (or bypassing) the obstacle.
In terms of answering your query… I think the fast and easy rule of thumb is go with your intuition, ask the other players what they think? And be honest with the fiction you generate at the table.
On further reflection, a bigger group isn’t always a better thing. Say a teamwork Prowl action for instance…. The more rogues in the gang the riskier it gets methinks, even if the clock stays the same size.