In the game I am designing, I rejiggered this a little bit. It’s probably not a good enough mechanic yet, because the bonuses it can potentially provide are too big, but the gist is:
There are two circumstances in which you can help someone.
- When they are about to spend Resolve – which are usually situations in which they are taking ‘damage’ (You can think of Resolve as being similar to Stress in Blades in the Dark)
- When they are making a roll.
If you are helping someone who is spending Resolve, you spend one Resolve yourself, and they then need to spend less – depending on their Trust towards you.
If you are helping someone who is making a roll, you spend Insight (Which is sortof like a Benny or Fate point) and give them a bonus on their roll based on their Trust towards you.
If you are helping someone who doesn’t Trust you yet, you have to spend more, and give only a baseline benefit, but this automatically increases their Trust towards you (Because you really pitched in to help them out)
If you are helping someone who does Trust you, you have the option of spending MORE Resolve/Insight to increase their trust towards you.
My major worry about this right now is that the boost from spending Insight to help someone who REALLY TRUSTS YOU is… +3. Which is gigantic. It also represents a more-or-less endgame situation, but still. I’ll probably have to adopt the Masks technique and cap total bonuses at +4, which… might have interesting repercussions now that I think about it.
But I THINK this setup has the advantage of making people want to help (because you can increase Trust, which is sortof the point of the game) without taking the spotlight off the help-ee, because there’s no roll involved?