My players and I have pretty much decided that Aid Another is only fun if used after the roll is made. Otherwise it seems to just take up time, and break momentum for an effect that has a good chance of doing nothing, because the roll is either too high or too low. And if you miss on the Aid roll, you incur a consequence.
It creates interactions between players but with a lukewarm mechanical benefit my players never go for it. I’m thinking of adding something that causes it to tie directly into Bonds…
Ok while composing this post that started a brainstorm. Still needs some tweaking, mostly because as written I think this may generate experience too quickly.
Aid or Interfere
When you help or hinder someone, make a note of their name, and roll+Bond with them. On a 10+ they take +1 or -2, your choice. On a 7–9 you also expose yourself to danger, retribution, or cost.
During the end of session move, write a Bond with that person unless you have one already.
End of Session
When you reach the end of a session, write a Bond with any person you Aided (successfully or not).
If anyone aided you (successfully or not) or if you asked for help and were denied, write a Bond with that person. If you already have a Bond with them then resolve the Bond, rewriting/editing it to reflect any new developments, and mark XP.
with this you can create lot’s of new bonds easily and brake the bonds “balance”. Also if someone is actively descibing how he helps then he “has” to roll in my game. You can help after the roll but if you commit yourself to helping in the fiction then brace to roll +bonds
One of the issues is that my players never help each other. We also have trouble resolving bonds.
I would consider making it an option, not a mandate. But I agree it is more interesting after the die are rolled. Becomes a game changer and fiction maker…You want to aid? How? Reach down to help someone climbing, create a distraction in combat, throw AMMO to someone on a volley, etc…
Forgot to mention something: Players would only get experience for receiving aid, not giving it. Also I definitely think it should be limited so that a player can only gain one experience per game this way.