{"id":8607,"date":"2017-02-17T07:00:51","date_gmt":"2017-02-17T13:00:51","guid":{"rendered":"http:\/\/www.d20radio.com\/main\/?p=8607"},"modified":"2017-02-22T10:11:15","modified_gmt":"2017-02-22T16:11:15","slug":"the-gm-awakens-skillzone-coordination","status":"publish","type":"post","link":"https:\/\/www.d20radio.com\/main\/the-gm-awakens-skillzone-coordination\/","title":{"rendered":"The GM Awakens: SkillZone &#8211; Coordination"},"content":{"rendered":"<p><em>Welcome to the SkillZone.\u00a0 This article is one in an occasionally running series on one of the cornerstones of most RPGs:\u00a0 Skills.\u00a0 Skills usually have pretty cut and dry uses in roleplaying games.\u00a0 They are used by the player characters to perform actions and see if they are able to accomplish tasks.\u00a0 If your group is like my play groups, there are about 6 or 7 skills are used in almost every adventure, 3 or 4 that pop up occasionally, and about 10 that are rarely used.\u00a0 But one thing I&#8217;ve found is that creative, narrative use of skills that aren&#8217;t necessarily obvious in the moment is what separates good players from great players, and good games from great games.\u00a0 These uses generally create the best roleplaying fodder as well!<\/em><\/p>\n<p><em>So in the SkillZone we will discuss a skill that&#8217;s not commonly used, and possible creative uses of skills that are too often taken for granted.\u00a0 For the next examination, we&#8217;ll cover another skill that&#8217;s rarely used in my games:<\/em><\/p>\n<h2><strong>Coordination<br \/>\n<\/strong><\/h2>\n<p>In my first game back after a long hiatus away from pen and paper RPG&#8217;s, my players had to make some Coordination checks crawling around some tunnels with ladders on a large ship.\u00a0 However, since then, we have not had a single Coordination check in our games.\u00a0 Not really sure why.\u00a0 I think a lot of it has to do with the fact that when it comes to doing something physical, my players feel the need to not waste rounds without using their weapons.\u00a0 Part of it also is that I&#8217;m always trying to hurry.\u00a0 I&#8217;m always trying to hurry my turns and narrative along so my players don&#8217;t get bored.\u00a0 So times they could use a Coordination check or some other skill, I simply let the PC&#8217;s proceed without a check.\u00a0 So I think it&#8217;s both faults.\u00a0 My players try to be brawny, tough characters but focusing on Athletics and Coordination just isn&#8217;t what they attempt.<\/p>\n<p>So how can we get more Coordination usage in our games?\u00a0 How can we use the skill more creatively and promote well rounded roleplaying?\u00a0 Let&#8217;s take a look at this underused skill in my games.<\/p>\n<h4>Definition<\/h4>\n<p>Coordination might fall under athletic-type skills in other RPG&#8217;s or be referred to as acrobatics.\u00a0 In the Star Wars RPG lines from Fantasy Flight Games, it is broken out into its own skill.\u00a0 So as you read the article, simply apply the discussion to the skill in your game this would most likely apply to.\u00a0 Coordination is defined as the skill used when a character needs to go somewhere that requires he be on unsteady surfaces, crawl through narrow openings, or fall safely from heights.\u00a0 It is the overcoming of challenges that requires a great sense of balance and heightened flexibility.\u00a0 I would also categorize hand-eye coordination as falling under this category, but I&#8217;ll get to more of that later.<\/p>\n<h4>Common Uses<\/h4>\n<p>There are obvious times to call for a Coordination check.\u00a0 They would include walking a narrow beam or walkway, or walking across a path elevated high in the air.\u00a0 Falling from heights is one of the uses called out in the book, giving specific mechanical advantages by rolling into a tumble with a successful check, reducing damage from the fall.\u00a0 Another example called out is escaping from restraints.\u00a0 Coordination used in that case would be to contort their limbs to slip free of their bindings.\u00a0 Twisting and turning through tunnels, or perhaps climbing a complicated construct might call for Coordination as well.<\/p>\n<p>While these are common and straight-forward uses, the use of the narrative dice with this skill can create some creative results from the check.\u00a0 Multiple successes or Advantage can be used to reduce the time it takes to perform the act, with two or three Advantage could grant an extra maneuver during the character&#8217;s turn (while not exceeding the limit of 2 maneuvers per round).\u00a0 Triumph can be used to add some narrative flair, succeeding in the task with a great flourish.\u00a0 Perhaps a jump from a great height results in a &#8220;super hero landing&#8221;!\u00a0 It can also be used to grant situational, significant bonuses.\u00a0 Threat can cause the act to take longer than intended, or perhaps even lose the PC&#8217;s free maneuver during their turn.\u00a0 Finally, Despair can cause damage to be taken during the check, or perhaps some significant strain to be taken in order to accomplish the task.<\/p>\n<h4>Use in Combat<\/h4>\n<p>Combat in <em>Star Wars<\/em> (Or <em>Lord of the Rings<\/em>, <em>Star Trek<\/em>, or other fantasy setting) has never been two lightsabers or swords simply trading shots, or two people with blasters or arrows taking turns shooting back and forth.\u00a0 They always involve epic maneuvers, incredible moves, and cinematic feats.\u00a0 So why then do our roleplaying games easily and quickly devolve into back and forth rolls of the dice as each character trades shots in a race to deplete hit points?\u00a0 A great use of a skill like Coordination can spice up any combat in any system.<\/p>\n<p>I have a couple of Force-sensitive characters that have lightsabers and some significant physical fighting skills.\u00a0 However, they&#8217;re more apt to simply swing with a lightsaber check when they are presented with enemies to take on, rather than think of using any other type of check.\u00a0 They feel like they can&#8217;t waste a round without dealing some sort of damage.\u00a0 Coordination, more than many skills, require the PC to think up a creative way to use it and clear it with their GM.\u00a0 Here&#8217;s a few ways in combat I would absolutely allow and reward creative use of this skill:<\/p>\n<p>In a lightsaber duel, I would absolutely allow a Coordination check to narratively describe the character jumping and flipping over the top of his enemy in order to gain an easier strike the following round.\u00a0 Success could mean a single boost die, while Advantage could mean a full upgraded check.\u00a0 Triumph might even allow another free maneuver, or along with the upgrade next round, the opponent must upgrade the difficulty of their next combat check against the PC.\u00a0 Failure, Threat, and Despair can all have narrative, negative consequences the situation dictates.\u00a0 You could also choose, as the GM, to make the difficulty of the Coordination check and opposed check against the enemy&#8217;s Coordination, or perhaps Intelligence, narratively explaining the enemy might be too smart to fall for such a move.<\/p>\n<p>Even when not in a duel of lightsabers, PCs can find fun uses of the skill.\u00a0 Maybe instead of simply moving behind a crate for cover, the PC could attempt a run, slide, and roll&#8230; coming up behind the crate right in firing position the following round.\u00a0 This could require a Coordination check, with success causing similar boosts and upgrades to the PC&#8217;s next check as he fires from his new position.\u00a0 Advantage and Triumph might yield an extra maneuver, or a completely upgraded check on his shot.\u00a0 Threat or Despair can cause him to perhaps knock the crate off target or knocked over, causing him to lose his cover.\u00a0 It can be used defensively too.\u00a0 Perhaps during a shootout, Coordination can be used to roll across the floor, or perhaps backtrack or retreat, adding difficulty or setback dice to any incoming combat check.<\/p>\n<h4>Replace a Different Check With Coordination<\/h4>\n<p>My PCs are like most in that when a situation arises, their minds go to the obvious skill choice for the situation.\u00a0 If they need to jump, it&#8217;s Athletics.\u00a0 If they need to fight, it&#8217;s the combat skills.\u00a0 If they need to sneak, it&#8217;s Stealth.\u00a0 But this is where a creative use of Coordination can come into play.\u00a0 Instead of just jumping up to a catwalk with Athletics, Coordination can be used instead to grab ledges, railings, or outcroppings, and flip the PC up on the catwalk instead of use\u00a0a normal jump.\u00a0 Instead of a Stealth check to make it from A to B, Coordination can be used to jump, roll, and crawl from cover to cover, accomplishing the same thing.\u00a0 Perhaps a good Coordination check can replace a Melee check, describing a spinning kick or a move designed to knock something out of an enemy&#8217;s hand during the fighting.<\/p>\n<h4>Coordination When No Check Is Fine<\/h4>\n<p>Several situations in my games come up where the PC&#8217;s won&#8217;t, or don&#8217;t need to attempt a skill check to do something.\u00a0 For speed&#8217;s sake, we move on.\u00a0 Climbing ladders, walking along a bridge, crawling into a cave, or escaping through a tunnel might not require a check at all.\u00a0 At my table they normally don&#8217;t.\u00a0 &#8220;I climb the ladder,&#8221; is all that&#8217;s needed to achieve the task.\u00a0 But throwing in a skill check can grant the PC bonuses or narrative assistance if they&#8217;re creative enough to think of uses.\u00a0 Coordination can be used to do this at times.\u00a0 Climbing a ladder to chase an enemy?\u00a0 A Coordination check can increase your speed and let you catch up more quickly.\u00a0 Same with any action that might be spiced up with a Coordination check.\u00a0 The check can reduce the time the action takes or granting other situational advantages instead of simply saying something like, &#8220;I crawl through the tunnel.&#8221;<\/p>\n<p>So next time a seemingly bland or normal situation comes up in your game, perhaps a creative use of Coordination might create a fun cinematic moment and help out your party.<\/p>\n","protected":false},"excerpt":{"rendered":"<div class=\"mh-excerpt\"><p>Welcome to the SkillZone.\u00a0 This article is one in an occasionally running series on one of the cornerstones of most RPGs:\u00a0 Skills.\u00a0 Skills usually have <a class=\"mh-excerpt-more\" href=\"https:\/\/www.d20radio.com\/main\/the-gm-awakens-skillzone-coordination\/\" title=\"The GM Awakens: SkillZone &#8211; Coordination\">[&#8230;]<\/a><\/p>\n<\/div>","protected":false},"author":1164,"featured_media":8611,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_ef_editorial_meta_date_first-draft-date":"","_ef_editorial_meta_paragraph_assignment":"","footnotes":""},"categories":[970],"tags":[66,46,1174,65,64,38,67,61,146,156,1173,47,181],"class_list":["post-8607","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-gm-awakens","tag-age-of-rebellion","tag-character-stats","tag-coordination","tag-edge-of-the-empire","tag-fantasy-flight-games","tag-ffg","tag-force-and-destiny","tag-gm-advice","tag-roleplaying","tag-roleplaying-games","tag-skillzone","tag-star-wars","tag-swrpg"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>The GM Awakens: SkillZone - Coordination - d20 Radio<\/title>\n<meta name=\"robots\" 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(Rock Chalk, Jayhawk! Just outside Kansas City for those who don't know.) Scott is a veteran of several role playing, table top miniatures, video, and board games, starting with the Atari 2600 when he was 6, and the classic red box Dungeons and Dragons game when he was 12. After a long hiatus away from the hobby, Scott has recently picked up gaming once again, and is running two different campaigns in Fantasy Flight Games' Edge of the Empire\\\/Age of Rebellion\\\/Force and Destiny lines. He is an avid X-Wing miniatures player, as well as Armada, Imperial Assault, Space Hulk, and Rebellion. (His family is obviously a Star Wars family, right?) 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