I could use some help clarifying how to handle Command rolls.

I could use some help clarifying how to handle Command rolls.

I could use some help clarifying how to handle Command rolls. Specifically, how to handle a situation where a difficult or dangerous task has been delegated to a crew. How do you resolve whether that task actually succeeds or not?

The Command roll basically covers getting them to do a task, and some guidance on the severity of any consequences, but doesn’t cover success/failure of the attempt. I’m not sure how to best handle that.

4 thoughts on “I could use some help clarifying how to handle Command rolls.”

  1. Ask yourself: Is the Crew appropriate to the task? Be a fan of the player characters and be honest with your prep, consult your GM principles, and then make a decision — and a move if necessary! Someone doing a job they’re not good at is a golden opportunity to make a move to set up the next part of play.

    If I tell the crew of mercenaries to guard the ship, they probably do it really well. If I tell the research assistants to, they probably won’t do as well, but they might pull off something cool and researcher-y that helps anyway.

  2. Success is based largely on the Upgrades the Crew has. Without the right upgrades, even a 10+ Command will only go so far. “To the best of their ability” doesn’t go very far if they have no ability.

    There’s a reason that Crews are listed as Assets:

    The Crew is a tool that allows the character to solve a problem using their Influence, the same way an engineer would use an Repair Kit to solve a problem with their Expertise or a soldier would use a Firearm to solve a problem with their Mettle. It just so happens that this tool is a bunch of people with personalities and foibles.

  3. Sounds like I should abandon dice as a resolution mechanic when the crew’s ability to succeed is uncertain (e.g. they have the ability but it’s super hard), and just Make So whatever ends up telling a cool and dramatic story.

     (Assuming someone can Command them and convince the NPCs to even make the attempt, of course).

  4. The Crew’s ability to succeed at a task is the same as a Weapon’s ability to shoot a target. You wouldn’t roll to see if a laser pistol could penetrate a suit of Titan Armor. You establish if the Asset can perform the task you want it to perform, and then have the character roll to find out what happens when they act. It’s the character that rolls, always. Not the Asset.

    In the case of “can this pistol hurt that guy in Titan Armor?”, if the Weapon’s ability to succeed is uncertain, then it comes down to established narrative and GM discretion. The character can give an appropriate explanation, tipping the narrative.

    Same goes for the Crew. If their success is uncertain, make that clear. Establish the consequences.This is where 7-9 comes in really handy as GM tech. The punishment for 7-9 can be a LOT harsher if the chances of success were dubious from the start.

    It’s also important to note that inspiring leadership can make take people perform well above what they could normally do. A 10+ Command could achieve success even with a rag-tag group of misfits and nobodies… at a cost. As it says in the Ops section: even 10+ Command can have costs or consequences.

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