Okay, reading through the rules, again, in preparation for our first session, I ran across something I’m not sure I’ve fully wrapped my head around:
When you roll a Controlled action, and roll badly (1-3), you have the option of backing out (without consequence or facing the danger) or re-rolling your action as Risky. I’m thinking this is a new action roll, because similarly moving from Risky to Desperate requires one to face the danger at hand. How does this work with teamwork actions? Say my Cutter is leading a controlled action to beat up some Lampblacks, and we all roll poorly. Point moves to another character, because I lead and rolled a group action. But that would indicate that I cannot immediately try the same thing again as a Risky move; it’s another player’s action.
When teamwork is involved, is the option to make a new attempt as a Risky/Desperate move presented to the group? (My Cutter fails, so the Hound takes point and tries again…?)
I think this is discussed in the FAQ. If I recall, the follow up rolls are still counted as part of the character on points actions, so they remain on point until that action is resolved.
Yeah, we played it like Dan says. If you back off and someone tries another means of overcoming the obstacle, then point shifts. If you attempt a risky move as fallout from a fudged controlled roll. You can re-roll and stay on point (with back-up as normal from the team)
Basically you are bullying on despite the situation being worse than you originally expected until you make an effect. Once you do so, if that effect doesn’t complete the clock, then too bad, point passes anyhow (right or am I missing something?)
I am curious though, if players take stress for the point action on each re-rolled fail. I would think so, because that’s what’s making the re-roll more risky (other than the position change). For example, if I’m overcoming an obstacle for the group and I get 1-3 three times before making an effect, my teammates take stress for each time I got 1-3 right?
Yep, you guys have it right.
And yeah, Adam, it’s stress each time.
That’s why I LOVE the teamwork rules. No-one is looking away or playing on their phone when an action roll is due – everyone is invested.
Stress is the coolest iteration of the hp mechanic in years.