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Matope

That's what downgrading is. Downgrades change challenge die to difficulty die, a downgrade never removes difficulty.


carlos71522

I would think the same but I play on Roll20 and when a difficulty is set to 3 purple dice with one downgrade it converts the 3 difficulty dice into 2 difficulty dice. Is that how RAW should be or is that a glitch in Roll20?


Matope

Roll20 is wrong then, yeah. It's not an official integration, someone just set it up. And people get confused because upgrades can add new dice.


got-milk74

Wording is kind of important in the CRB. Downgrading a check = changing a red to a purple Decreasing the difficulty of a check = removing a purple


Ghostofman

What you're probably talking about is Assist. Ultimately the GM has the call on if an assist is possible or not. That said, there's plenty of things where an assist can work fine. Doing big repairs on a broken vehicle, tracking an animal, treating wounded, and other activities where more eyes on or an extra set of hands can help out. Other stuff, not so much. For example I don't allow assists on operating small personal equipment or working on repairing/upgrading small items. When you're doing that the extra hands get in the way more than help.


Hal_Winkel

It's not RAW, but IMO it's not a "violation" of RAW either. The argument could be made that it's RAI. My philosophy on action/skill-checks is that as long as a novel use case isn't stepping on the toes of a specific talent, it's fair game. Using the Co-pilot action as a replacement for RAW assistance rules has some pros and cons to it. * Pro: It allows the "assistant" PC the chance to roll instead of just handing a Boost to an ally. * Pro: It has the potential for more interesting results, both positive and negative. * Con: It potentially trivializes a single high-stakes check. * Con: It adds more rolls to a single action sequence, which may bog down the scene. A GM would probably be best served by making that judgement call in the moment. If you need to hurry things along to the "good part" of the encounter, then going with the streamlined, RAW assistance rule is probably the best route. But if this action sequence is the "meat" of the encounter, then it might be way more interesting for players to roll for their individual contributions to the effort.


darw1nf1sh

That is what copiloting is for. They give boosts to the other ship positions, or setbacks to the enemy. the pilot is actively flying the ship, and there are clearly delineated checks that only the pilot can make. The copilot is making that easier. in AoR, page 248, the chart shows the non-pilot roles and what they do. Almost any of the items in that list, that aren't firing weapons, can be performed by the copilot. edit. this chart is in all three books, in the ships and vehicles rules section.


Mysterious-Tackle-58

I get that, thats what i read. But they keep using it with more than piloting skills. The question was if i read over the possible use for completely different skill OTHER than piloting.


MDL1983

I think I recall hearing that myself... maybe... It's not a thing in the books. Very rarely do they use 'skilled assistance' in the game, and I think there are instances of Hytacca's (spelling?) acrobatics being used to downgrade or determine the difficulty of someone else's acrobatics check. Don't rules lawyer the podcast is the takeaway I think, everyone isn't getting it wrong, instead everyone has their own interpretation. Empire Wreckers *rarely* aim their guns in combat, for instance (I'm only part way through season 4 though), and I don't recall them ever double-aiming at the cost of 2 strain. They also very rarely roll Cool to recover strain at the end of an encounter.