The Dice Pool Podcast - Ask us your rule questions.

By GM Hooly, in Genesys

The #DicePoolPodcast are recording tonight. Have a burning rules question about the GeneSys RPG? Let us know here!

Edited by GM Hooly

Specifically when dealing with minion groups.

How would you handle a failed attack that generates enough advantages for the crit on the weapon? Would you nix the attack all together, requiring the advantages to be spent on something else? Or would you reward the crit (triggered by the advantages) and kill a different minion in the group?

I.E. The player was TRYING to shoot the archer, but failed. Instead, the sheer number of advantages mean that you may have missed the archer, but the swordsman happened to walk in front of the shot at the 'wrong' time and took an arrow to the throat/knee/whatever.

Would you rather save the example above only for a rolled Triumph?

Btw, you guys rock!

1 hour ago, BlamedCat said:

Specifically when dealing with minion groups.

How would you handle a failed attack that generates enough advantages for the crit on the weapon? Would you nix the attack all together, requiring the advantages to be spent on something else? Or would you reward the crit (triggered by the advantages) and kill a different minion in the group?

I.E. The player was TRYING to shoot the archer, but failed. Instead, the sheer number of advantages mean that you may have missed the archer, but the swordsman happened to walk in front of the shot at the 'wrong' time and took an arrow to the throat/knee/whatever.

Would you rather save the example above only for a rolled Triumph?

Btw, you guys rock!

Thanks @BlamedCat , we're glad you like the show. Great question. Its on the list. Listen out!

Edited by GM Hooly

How does engaging/disengaging exactly work ?

Can a rival or a nemesis spend his free maneovre disengaging himself from melee combat, stress himself to gain another manoevre, use it to engage a different target and use his action to attack the said target ?

If so, what strategies/talent exist to prevent rival/nemesis from hopping from target and target ?

How does "crowd-control" exactly work in Genesys ?

I'm not sure this falls into a rules question exactly, but how do you recommend handling group stealth checks?

Similarly, I have found it rather clunky to have the whole group roll individually when a check is needed for Perception, Survival, Knowledge, etc. Adjudicating threats and advantage for four or five characters at once doesn't feel in keeping with the spirit of the narrative dice.

Thanks, I've enjoyed the podcast!

And another question: How to run a chase in Genesys ?

Just listened to your first two podcasts.

Thank you.

Thank you.

Thank you.

Well constructed, thoughtful and speaking from experience. If you were a cyborg, I'd marry you!

What do you think about the different mechanic for „Overide Security Program“? The system is usually very clean and uses the standard difficulty/opposition mechanic in most situation.

Therefore, my expectation was that the rating of a Security Program is the difficulty to overcome it. However, it is not. Instead, the rating is the number of successes needed, which derivates from all other actions in Genesys.

Can you speculate why they did this?

Another question regarding engaging. Do I have to attack every opponent seperately, even if they stand next to each other and I face both directly (both in reach of melee attacks)?

And yet again, a awsome podcast! =)

On ‎12‎/‎20‎/‎2017 at 4:57 AM, O the Owl said:

I'm not sure this falls into a rules question exactly, but how do you recommend handling group stealth checks?

Similarly, I have found it rather clunky to have the whole group roll individually when a check is needed for Perception, Survival, Knowledge, etc. Adjudicating threats and advantage for four or five characters at once doesn't feel in keeping with the spirit of the narrative dice.

Thanks, I've enjoyed the podcast!

Here's how I've done mine in Star Wars.

I LOVE the way group skill checks work in this system, soooo much better than d20 related stuff. Take the highest Ability Characteristic from party members within the group and the character with the highest Skill ranks within the group. That makes up your base dice pool. I then usually add additional environmental effects. For example, each member involved in the check that doesn't have a rank in Stealth adds a setback to the check. Each member involved that does have a rank, but not the highest Agility or Stealth rank, adds a boost. Maybe a couple characters in the check have clunky armor... add a couple more setback. Etc. Set the difficulty and make the "group roll".

You can do that with all skill checks in the game. It is really fun, fluid and easy.

On 20/12/2017 at 10:57 PM, O the Owl said:

I'm not sure this falls into a rules question exactly, but how do you recommend handling group stealth checks?

Similarly, I have found it rather clunky to have the whole group roll individually when a check is needed for Perception, Survival, Knowledge, etc. Adjudicating threats and advantage for four or five characters at once doesn't feel in keeping with the spirit of the narrative dice.

Thanks, I've enjoyed the podcast!

Stealth checks can be difficult. The best way I'd suggest is find the character with the lowest Agility, and the character with the highest Stealth skill.

Another way is that the character with the highest Stealth rolls and for each <AD><AD> you get another person across.

13 hours ago, OgreBane99 said:

Take the highest Ability Characteristic from party members within the group and the character with the highest Skill ranks within the group. That makes up your base dice pool. I then usually add additional environmental effects. For example, each member involved in the check that doesn't have a rank in Stealth adds a setback to the check. Each member involved that does have a rank, but not the highest Agility or Stealth rank, adds a boost. Maybe a couple characters in the check have clunky armor... add a couple more setback. Etc. Set the difficulty and make the "group roll".

This is almost exactly how I have been running it. I ask the group which character is leading the check and make that the primary dice pool, then add a boost for each other character with at least one rank in the skill, then add a setback for each untrained character.

12 hours ago, GM Hooly said:

The best way I'd suggest is find the character with the lowest Agility, and the character with the highest Stealth skill.

This is great. Going to use it. Thanks!

On 12/20/2017 at 0:57 AM, GM Hooly said:

Thanks @BlamedCat , we're glad you like the show. Great question. Its on the list. Listen out!

Thanks for answering my question. I appreciate the RAW answer, but the whole discussion around the question was a blast too.

I must admit, this system really is pushing me to grow as a GM/storyteller and I love it.

Thanks again!

13 hours ago, GM Hooly said:

Stealth checks can be difficult. The best way I'd suggest is find the character with the lowest Agility, and the character with the highest Stealth skill.

Another way is that the character with the highest Stealth rolls and for each <AD><AD> you get another person across.

The Star Wars rules indicate that excess Successes on Stealth checks can be passed down to the next PC attempting the same roll. In that scenario, you'd want your stealthiest guy to go first and then pass the extra Successes. You could use the Advantages to pass boost dice in this scenario.

(This opens up a potential show topic, though: Is it a good thing or a bad thing that the designers cut the suggested roll interpretations from the skill descriptions in Genesys? On the one hand, it deprives players and GMs of a resource to help them learn how to interpret dice pools. On the other, it avoids players and GMs falling into a dogmatic play style where only the options presented in the book are ever used or allowed by the GM. I'm not sure where I stand on the issue, as I miss the suggestions, but I've also played in games where the GM wouldn't allow anything that wasn't explicitly printed in the book.)

My question for the show would be:

What advice would you give players coming from non narrative systems to Genesys.

Edited by pete284
Updated question

GM Hooly, this isn't as much a rules question but a fan asking you to post any summarized notes you might have from your show - I found the Session Zero talk informative and I'd love to have a copy of that in my binder. Additionally, there was some talk about "incidental combat rules" that sound great, I'd love to see those too. I'm looking at your page and the fb page and reddit and I don't see any of it. Help me GM Hooly, you'r...er, wrong setting, hold up.

edit: and of course incidental combat encounters now loads on FB.

Edited by themensch

A lot of what we talk about is off the cuff. We'd suggest listening through and taking your own notes as this will stick in your mind more.

Edited by GM Hooly
25 minutes ago, GM Hooly said:

A lot of what we talk about is off the cuff. We'd suggest listening through and taking your own notes as this will stick in your mind more.

You are a schoolteacher, aren't you? :lol:

2 minutes ago, themensch said:

You are a schoolteacher, aren't you? :lol:

No, he's a professor.

Schoolteachers have handouts. Professors lecture and expect you to work for it. ;)

Actually I'm not. I just work in a call centre. I'm massively over qualified for that given the fact I was a Police officer for 17 years but it suits my lifestyle now.

What are the major differences between Star Wars and Genesys?