Hey all

Hey all

Hey all,

Got a probably very simple question about group actions. Apologies if this has been asked before.

The text for group action is as follows:

If you direct the cohort with orders, roll Command. If you participate in the action alongside the cohort, roll the appropriate action. The quality of any opposition relative to the cohort’s quality affects the position and effect of the action.

My interpretation of that text is that doing something with a group improves position and effect – often to a high effect. Turning up to a gang war alone is a bad idea…bring a Quality 3 gang and you’re going to massively improve your position and effect in the ensuing violence.

Anyway onward to my confusion. The example text for a group action includes this sentence:

The next day, Arcy goes back and leads a group action, rolling her 3d in

Skirmish alongside the Thugs’ 2d.

So wait….when I do a group action I add the gang’s quality as extra dice? This isn’t really explicitly mentioned in the initial rules text which focuses more on effect and positioning. Any clarification here? Seems like this could lead to some massive dice rolls when you start rocking out with really high quality gangs…

EDIT: Thought I’d add another question seeing as I’ve figured out my original question.

Engagement rolls – is 1d the minimum you roll? Can a disadvantage take you zero dice forcing you to roll two and take the lowest? Can you push yourself doing this roll?

11 thoughts on “Hey all”

  1. Any rolls where extra effort would give an advantage allow you to push for +1d. Pushing for increased effect does not apply to engagement rolls as far as I can tell since they aren’t really governed by effect.

    You can also mitigate the results of an engagement roll through falshbacks, which do not modify the roll itself but can greatly improve outcomes.

    Early in the book in describing the core mechanics, it is stated that is you have 0 or fewer dice for any roll, you instead roll 2 dice and take the lowest.

  2. I wouldn’t allow pushing for the engagement roll. It’s not an action anyone is doing, it’s just a tool for gauging all the fictional factors that influence your position when the critical part of the score starts.

    Pushing yourself only really makes sense for action rolls, maybe some kind of fortune rolls (such as gathering information).

  3. It is absolutely something they’re doing. It represents how their planning and approach to the target get them started. It’s a lot more like an Action than it is a random encounter or something otherwise controlled by a third party. Though I could see the case that “approaching the target as intelligently as they can” implies there’s nowhere to push to.

  4. For my part I’m not so concerned about who’s holding the dice. If you can push for engagement, presumably one player explains how they’re going all-in for the plan ant marks the stress and that’s that.

  5. It doesn’t really seem like something you would want to do often, though. The engagement roll can be important but the whole point is that even an immediately desperate position will evolve forward as the fiction and dice allow. If you are in a situation where its worth burning that stress just to start on a better foot you may well find its better used in flashbacks and to avoid problems deeper into the score.

  6. You always get one die for shear luck on engagement rolls. I don’t think it can be reduced below that. And I wouldnt allow pushing on engagement rolls either, but maybe would allow devil’s bargins.

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