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rules:team_actions [2025/06/19 00:26] 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 ======+# 🤝 Team Actions
  
-This system is designed to encourage collaboration and tactical play. A **Team Action** allows a player to spend effort on someone else’s turn to assistenhance, or protect another character.+This system encourages **collaboration** and **tactical play**  
 +A **Team Action** lets you act **outside your turn** to support an ally—boosting attacksdefending, or combining effects.
  
-===== What Is a Team Action? =====+---
  
-A **Team Action** is any action a player takes **outside their own turn** in direct support of an ally. This could be:+## 💡 What Is a Team Action?
  
-  Boosting another player’s attack roll +A **Team Action** is any action a player takes on **another player’s turn** to directly help them.
-  Reducing the damage they take +
-  Adding elemental power to their spell +
-  * Helping them succeed on a check +
-  * Interrupting an enemy action+
  
-Each Domain is encouraged to provide at least one feature that enables Team Action.+<WRAP notice> 
 +📘 **Examples include:**   
 +- Boosting an ally’s **attack roll**   
 +- Reducing **damage** they would take   
 +- Adding **elemental energy** to their spell   
 +- Helping with **skill check**   
 +- Interrupting or distracting an **enemy**
  
-===== Rules for Taking a Team Action =====+</WRAP>
  
-Team Actions follow the same rules as any other action:+Every Domain is encouraged to include **at least one feature** that enables a Team Action.
  
-  * Subtract your current //Action Load// from the relevant Aspect +---
-  * If the result is greater than zero, you may take the action +
-  * After completing the Team Action, add the **action’s cost** to your //Action Load//+
  
-Even though it isn’t your turn, your **Action Load still applies**. You can take multiple Team Actions in round if your Aspect values allow it.+## 🌀 Taking Team Action
  
-===== Examples of Team Actions =====+Team Actions follow the **normal action rules**:
  
-Here are some examples of how Team Actions might work:+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
  
-  * **Bard Domain** – Spend 1 d4 to add +1d4 to an ally’s roll (once per round+<WRAP tip> 
-  * **Sorcerer Domain** – Spend a Team Action to add elemental damage to another caster’s spell +🧠 You can take **multiple Team Actions per round**   
-  * **Guardian Domain** – Spend a Team Action to impose disadvantage on an enemy attacking your ally +— as long as your Aspect values support them. 
-  * **Tactician Domain** – Spend 2 d4s to let an ally move or reposition without provoking attacks+</WRAP>
  
-===== Timing and Declaration =====+Even though it’s not your turn, **Action Load still limits** how often you can help.
  
-  * Most Team Actions happen **as a reaction** to an ally's action or an enemy's move +---
-  * Declare your intent quickly—these are meant to keep the action flowing +
-  * GM discretion may limit or adjust timing for balance+
  
-===== Coordination Bonuses =====+## 🔁 Team Action Examples
  
-In some cases, two or more players working together may unlock extra benefits. If players describe a cooperative move creatively and spend Team Actions together, the GM may grant:+<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
  
-  * Advantage on rolls +<WRAP todo> 
-  * Bonus damage or effects +Rewrite these to refer to Domains, using actual Features 
-  * Reduced Action Load cost +</WRAP>
-  * Story-driven rewards+
  
-===== Summary =====+</WRAP>
  
-  * Team Actions build camaraderie and deepen tactical play +Feature cards will define the **cost**, **trigger**, and **effect** of each Team Action. 
-  * They're optionalbut Domains should encourage their use + 
-  Like reactions or bonus actions in D&D, but more flexible +--- 
-  * All rules for action economy (//Action Load//, Aspect availability) still apply+ 
 +## 🕓 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 creativelythe 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