My players and I have pretty much decided that Aid Another is only fun if used after the roll is made.

My players and I have pretty much decided that Aid Another is only fun if used after the roll is made.

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.

When attempting to hack Undertake a Perilous Journey for use in an ever-changing magical Labyrinth, I realized for…

When attempting to hack Undertake a Perilous Journey for use in an ever-changing magical Labyrinth, I realized for…

When attempting to hack Undertake a Perilous Journey for use in an ever-changing magical Labyrinth, I realized for the first time that it’s really just a team Defy Danger, with the danger being whatever is making the journey perilous: being attacked, getting lost, running out of food, etc. 

Journey Through the Labyrinth

When you attempt to travel a significant distance through the Grey Labyrinth, divide the roles among the party:

Scout: Roll +WIS to defy the danger of being ambushed.

Navigator: Roll +INT to defy the danger of becoming lost.

Quartermaster: Roll +WIS to defy the danger of theft/accidents. 

Note: A 10+ means that you are able to not only defy the danger, but also help the party.  A scout might find something valuable, navigator figures out a shortcut, quartermaster reduces rations required, etc. GM will describe.  

(These rolls work using the basic Defy Danger mechanic:  10+ you avoid danger, 7-9 things get worse but you can still keep the party out of trouble)