
Consider two scenarios. In the first:
Player: I want to hack the Lytekkas mainframe.
GM: Make a DC 20 Hacking check.
And in the second:
Player: Okay, I’ve seduced the secretary to social engineer login credentials and Suzie has snuck in and planted a spoofed router to give us remote access. Let’s hack the Lytekkas mainframe!
GM: Make a DC 20 Hacking check.
When reduced to this core dynamic, we can immediately see that something has gone wrong here. Spread out over the course of several actions and multiple minutes of gameplay, however, this is a trap that a lot of GMs fall into. It can get even more egregious if failing the Seduction or Stealth checks can scuttle the entire hacking attempt, resulting in rolling to failure that actually makes the clever, detailed planning LESS likely to succeed than no plan at all.
Either way, though, this sort of thing is hopelessly frustrating to the players, and will quickly result in them no longer bothering to make plans. If their actions are pointless — or, worse yet, debilitating — why would they continue making the effort? Without correction, gameplay will become a flat, rote exercise. Players will also disengage from the game generally.
MAKING PLANS
I don’t know what plans your players might come up with. (That’s the fun part!) They might be simple and straightforward, or they might be astoundingly complex Rube Goldberg machines. But if the players come up with a good plan, then — compared to the default or bullheaded approach — the plan should mechanically do one or more of the following:
- Reduce the number of required rolls. (Which could include reducing how many characters need to make a roll.)
- Eliminate the need to roll at all.
- Increase the number of rolls, but not the total number of successes required across those rolls.
- Reduce the difficulty of the roll(s).
- Grant a bonus to the roll(s).
- Change the skill/ability being rolled (presumably to one the PC is better at).
- Reduce and/or change the potential consequences of a failed roll.
- Improve the potential benefits of a successful roll.
This is, ultimately, a specialized case of allowing player expertise to trump character expertise: The player has gone to the effort of making a plan, and that effort should be reflected in your ruling.
PLANNING TIPS
I frequently find it useful to explain exactly how the plan is benefitting the PCs.
Player: Okay, I’ve seduced the secretary to social engineer login credentials and Suzie has snuck in and planted a spoofed router to give us remote access. Let’s hack the Lytekkas mainframe!
GM: Make a DC 12 Hacking check.
Compared to our earlier example — where it was a DC 20 Hacking check — the careful planning of the players has had a huge effect! But if the players don’t know the original difficult of the check, their perception may be that their plan was pointless.
GM: The stolen login credentials and wi-fi access point each reduce the DC of your Hacking check by 4, so I need a DC 12 Hacking check.
With a clear understanding of the benefits, these players will go looking for more opportunities to shift the odds in their favor.
What if the PCs come up with a bad plan, though? Do you still need to reward them by following the guidelines above? Absolutely not. (“Yes, I understand that you thought triggering the sprinkler system in the server room would make it easier to hack the network. But what actually happens is the servers are all knocked offline and you’ve lost your vector for making a Hacking check.”)
Along the same lines, it’s OK for plans to go awry. For example, failing the Seduction check can cause all kinds of complications or even scuttle things entirely, IF a success on that check would grant a truly meaningful benefit. That’s not rolling to failure; that’s taking a gamble. (In the movie Sneakers, a partial failure on a Seduction check gives the PCs access to a programmer’s ID card, but also causes the programmer to twig to what’s happening and raise the alarm halfway through their heist.)
COMBAT PLANNING
Tactical planning in combat should follow the same general guidelines as any other planning, but there’s a specific issue to watch out for in combat: action economy.
Whether performing stunts or coordinating with other PCs, if a plan requires a setup or supporting action, the potential benefit for that action must be larger than just making an attack yourself. To put that another way, you need to look at the total cost (including the opportunity cost) of the plan and make sure that the payoff is larger than the cost. If it isn’t, don’t be surprised when the players all default back to, “I hit it with my sword.”
Unfortunately, it turns out that it can be quite difficult to find this balance, particularly if you’re responding on-the-fly to some bespoke plan the players have just thrown together. And it turns out most RPGs aren’t designed to help you with this. (Although there are some that do.) So there are a few rules of thumb that I use.
First, if this is a one-off situation, I’ll err on the side of making the payoff more powerful. I’d rather have it be worthwhile than not, and even if I get it wrong, it’s a one-time advantage, not the end of the world. (If the setup is easily repeatable in every fight, on the other hand, you need to be a little more cautious so that it doesn’t become something abusable and, therefore, boring.)
Second, instead of making a check as a separate action (which carries with it the opportunity cost of whatever else the action could have been spent on), incorporate the check into the existing action. Now you just need to balance the payoff against the increased likelihood of failure (due to the additional check), and that’s a lot easier to do.
Example: You’re playing in a system that doesn’t normally track flanking bonuses, but a player wants to flank an enemy to help another PC’s attack. If you required them to make some sort of bespoke flanking action instead of their normal attack, the benefit to the other player would need to be larger than the potential damage of the attack they passed up. But if you instead rule that they can take a penalty to their attack to grant a bonus to their comrade’s attack, that’s a lot easier to balance.
Alternatively, if a PC is spending an action to do nothing except set something up, then the benefit of successfully setting it up should be, at a minimum, granting a full bonus action (either to their future self or another PC). For some reason, this can often feel as if it’s “too much,” and there are systems and situations where trading one type of action for another isn’t balanced (so I’m not saying that every set up should be granting a blank check). Keep in mind, though, that even with the exact same action, simply delaying when it’s taken from the moment of setup to the moment of payoff is already a disadvantage (albeit it balanced by the potential benefits of being able to batch actions up).













