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rules:team_actions [2025/06/19 00:26] – Ron Helwig | rules:team_actions [2025/07/11 00:07] (current) – Ron Helwig | ||
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- | << rules: | + | << rules: |
- | ====== | + | # 🤝 Team Actions |
- | This system | + | This system |
+ | A **Team Action** | ||
- | ===== 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? |
- | | + | A **Team Action** is any action a player takes on **another player’s |
- | | + | |
- | | + | |
- | * Helping | + | |
- | * Interrupting an enemy action | + | |
- | Each Domain is encouraged | + | <WRAP notice> |
+ | 📘 **Examples include: | ||
+ | - Boosting an ally’s **attack roll** | ||
+ | - Reducing **damage** they would take | ||
+ | - Adding **elemental energy** | ||
+ | - Helping with a **skill check** | ||
+ | - Interrupting or distracting an **enemy** | ||
- | ===== Rules for Taking a Team Action ===== | + | </ |
- | 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 a round if your Aspect values allow it. | + | ## 🌀 Taking |
- | ===== Examples of Team Actions | + | Team Actions |
- | 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 | ||
- | | + | <WRAP tip> |
- | | + | 🧠 You can take **multiple Team Actions |
- | * **Guardian Domain** – Spend a Team Action to impose disadvantage on an enemy attacking | + | — as long as your Aspect values support them. |
- | * **Tactician Domain** – Spend 2 d4s to let an ally move or reposition without provoking attacks | + | </ |
- | ===== 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' | + | --- |
- | * 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 | + | </ |
- | * Story-driven rewards | + | |
- | ===== Summary ===== | + | </ |
- | | + | Feature cards will define the **cost**, **trigger**, |
- | * They' | + | |
- | * Like reactions | + | --- |
- | * All rules for action economy (//Action Load//, Aspect availability) | + | |
+ | ## 🕓 Timing | ||
+ | |||
+ | 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 | ||
+ | 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 | ||
+ | - Reduced Action Load cost | ||
+ | - Story-based inspiration or momentum | ||
+ | |||
+ | </ | ||
+ | |||
+ | 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 | ||