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rules:team_actions [2025/06/18 19:46] – created Ron Helwigrules:team_actions [2025/07/11 00:07] (current) Ron Helwig
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-<< rules:unarmed_combat ^ rules:start ^ rules:domains >>+<< rules:unarmed_combat ^ rules:start ^ rules:domains:start >> 
 + 
 +# 🤝 Team Actions 
 + 
 +This system encourages **collaboration** and **tactical play**.   
 +A **Team Action** lets you act **outside your turn** to support an ally—boosting attacks, defending, or combining effects. 
 + 
 +--- 
 + 
 +## 💡 What Is a Team Action? 
 + 
 +A **Team Action** is any action a player takes on **another player’s turn** to directly help them. 
 + 
 +<WRAP notice> 
 +📘 **Examples include:**   
 +- Boosting an ally’s **attack roll**   
 +- Reducing **damage** they would take   
 +- Adding **elemental energy** to their spell   
 +- Helping with a **skill check**   
 +- Interrupting or distracting an **enemy** 
 + 
 +</WRAP> 
 + 
 +Every Domain is encouraged to include **at least one feature** that enables a Team Action. 
 + 
 +--- 
 + 
 +## 🌀 Taking a Team Action 
 + 
 +Team Actions follow the **normal action rules**: 
 + 
 +1. Subtract your **Action Load** from the relevant **Aspect**   
 +2. If the result > 0, you may act   
 +3. Perform the action and **increase Action Load** by its cost 
 + 
 +<WRAP tip> 
 +🧠 You can take **multiple Team Actions per round**   
 +— as long as your Aspect values support them. 
 +</WRAP> 
 + 
 +Even though it’s not your turn, **Action Load still limits** how often you can help. 
 + 
 +--- 
 + 
 +## 🔁 Team Action Examples 
 + 
 +<WRAP notice> 
 +🧪 **Examples from Domains:**   
 +- 🎵 **Bard** – Spend 1 point to grant **Advantage** to an ally’s roll   
 +- 🔥 **Sorcerer** – Infuse an ally’s spell with **elemental energy**   
 +- 🛡️ **Guardian** – Impose **Disadvantage** on an enemy’s attack   
 +- 🧭 **Tactician** – Spend 2 points to let an ally move without provoking 
 + 
 +<WRAP todo> 
 +Rewrite these to refer to Domains, using actual Features 
 +</WRAP> 
 + 
 +</WRAP> 
 + 
 +Feature cards will define the **cost**, **trigger**, and **effect** of each Team Action. 
 + 
 +--- 
 + 
 +## 🕓 Timing and Declaration 
 + 
 +Team Actions are usually **reactions** to: 
 + 
 +- An ally declaring an action   
 +- An enemy triggering a threat   
 +- A specific condition on a feature card 
 + 
 +Declare your intent **quickly and clearly**—pacing is important!   
 +The **GM has final say** on whether the timing is valid. 
 + 
 +--- 
 + 
 +## 🧬 Coordination Bonuses 
 + 
 +When players work together creatively, the GM may reward them: 
 + 
 +<WRAP tip> 
 +🎁 **Possible Coordination Rewards:**   
 +- Advantage on key rolls   
 +- Extra damage or bonus effects   
 +- Reduced Action Load cost   
 +- Story-based inspiration or momentum 
 + 
 +</WRAP> 
 + 
 +Describing a cool combo in-character can bring big payoff—encourage synergy! 
 + 
 +--- 
 + 
 +## ✅ Summary 
 + 
 +- **Team Actions** are a key tool for tactical teamwork   
 +- Each Domain should support them   
 +- **Action Load rules still apply**, even outside your turn   
 +- Creative combos and group tactics are rewarded  
  
-====== Team Actions ======