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| rules:team_actions [2025/06/18 19:46] – created Ron Helwig | rules:team_actions [2025/07/11 00:07] (current) – Ron Helwig | ||
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| + | # 🤝 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** | ||
| + | |||
| + | </ | ||
| + | |||
| + | 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. | ||
| + | </ | ||
| + | |||
| + | 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 | ||
| + | </ | ||
| + | |||
| + | </ | ||
| + | |||
| + | Feature cards will define the **cost**, **trigger**, | ||
| + | |||
| + | --- | ||
| + | |||
| + | ## 🕓 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 | ||
| + | |||
| + | </ | ||
| + | |||
| + | 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 ====== | ||
