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rules:team_actions [2025/06/28 20:12] Ron Helwigrules:team_actions [2025/07/11 00:07] (current) Ron Helwig
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 << rules:unarmed_combat ^ rules:start ^ rules:domains:start >> << rules:unarmed_combat ^ rules:start ^ rules:domains:start >>
  
-# Team Actions+🤝 Team Actions
  
-This system encourages collaboration and tactical play.   +This system encourages **collaboration** and **tactical play**.   
-A **Team Action** lets you act **outside your own turn** to support an ally—boosting attacks, defending, or combining effects.+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 someone else's turn to directly support them.+## 💡 What Is a Team Action?
  
-Common examples:+A **Team Action** is any action a player takes on **another player’s turn** to directly help them.
  
-**Boost** another player’s attack roll +<WRAP notice> 
-- **Reduce** damage they would take +📘 **Examples include:**   
-**Add** elemental energy to their spell +- Boosting an ally’s **attack roll**   
-- **Assist** in a skill check +Reducing **damage** they would take   
-- **Interrupt** an enemy’s action+Adding **elemental energy** to their spell   
 +Helping with a **skill check**   
 +Interrupting or distracting an **enemy**
  
-Every Domain is encouraged to provide at least **one feature** that enables a Team Action.+</WRAP>
  
-## Taking a Team Action+Every Domain is encouraged to include **at least one feature** that enables a Team Action.
  
-Team Actions follow the same rules as any other action:+---
  
-- Subtract your **Action Load** from the relevant Aspect +## 🌀 Taking a Team Action
-- If the result is greater than 0, you may take the action +
-- After acting, increase your **Action Load** by the cost of the action+
  
-Even when it’s **not your turn**, your Action Load still limits how often you can act.+Team Actions follow the **normal action rules**:
  
-> You may take **multiple Team Actions per round** if your Aspect values allow it.+1. Subtract your **Action Load** from the relevant **Aspect**   
 +2If the result > 0, you may act   
 +3. Perform the action and **increase Action Load** by its cost
  
-## Examples of Team Actions+<WRAP tip> 
 +🧠 You can take **multiple Team Actions per round**   
 +— as long as your Aspect values support them. 
 +</WRAP>
  
-- **Bard Domain** – Spend 1 point to give **Advantage** to an ally’s roll +Even though it’s not your turn, **Action Load still limits** how often you can help.
-- **Sorcerer Domain** – Spend a point to add extra elemental damage to an ally's spell +
-- **Guardian Domain** – Impose **Disadvantage** on an enemy attacking your ally +
-**Tactician Domain** – Spend 2 points to let an ally move without provoking attacks+
  
-Feature cards define the specifics—cost, timing, and results.+---
  
-## Timing and Declaration+## 🔁 Team Action Examples
  
-Most Team Actions happen as a **reaction** to another's action or an enemy'move +<WRAP notice> 
-- **Declare your intent quickly** to maintain pace and flow +🧪 **Examples from Domains:**   
-The GM has final say on whether the timing is valid+🎵 **Bard** – Spend 1 point to grant **Advantage** to an ally’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
  
-## Coordination Bonuses+<WRAP todo> 
 +Rewrite these to refer to Domains, using actual Features 
 +</WRAP>
  
-Two or more players working together may unlock narrative or mechanical bonuses.+</WRAP>
  
-If players describe a **creative combo** and coordinate Team Actions, the GM may grant:+Feature cards will define the **cost**, **trigger**, and **effect** of each Team Action.
  
-**Advantage** on rolls +---
-Bonus damage or extra effects +
-Reduced Action Load cost +
-- Story-driven perks or inspiration+
  
-## Summary+## 🕓 Timing and Declaration
  
-Team Actions are a core tool for **tactical cooperation** +Team Actions are usually **reactions** to: 
-- Each Domain should offer ways to use or enhance them + 
-The **Action Load** system still applies +- An ally declaring an action   
-Use them to build momentum, combosand party synergy+- An enemy triggering 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