Differences
This shows you the differences between two versions of the page.
| Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
| rules:team_actions [2025/06/22 20:52] – Ron Helwig | rules:team_actions [2025/07/11 00:07] (current) – Ron Helwig | ||
|---|---|---|---|
| Line 1: | Line 1: | ||
| - | << rules: | + | << rules: |
| - | # Team Actions | + | # 🤝 Team Actions |
| - | This system encourages collaboration and tactical play. | + | This system encourages |
| - | 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 | + | 📘 **Examples include:** |
| - | - **Add** elemental energy to their spell | + | - Boosting an ally’s **attack roll** |
| - | - **Assist** in a skill check | + | - Reducing |
| - | - **Interrupt** an enemy’s action | + | - Adding |
| + | - 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. | + | </ |
| - | ## Taking | + | Every Domain is encouraged to include **at least one feature** that enables |
| - | Team Actions follow the same rules as any other action: | + | --- |
| - | - Subtract your **Action | + | ## 🌀 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 | + | Team Actions follow the **normal action rules**: |
| - | > You may take **multiple Team Actions per round** if your Aspect | + | 1. Subtract your **Action Load** from the relevant |
| + | 2. If 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 | ||
| + | — as long as your Aspect values support them. | ||
| + | </ | ||
| - | - **Bard Domain** – Spend 1 point to give +1d4 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 | + | |
| - | - **Tactician Domain** – Spend 2 points to let an ally move without provoking attacks | + | |
| - | Feature cards define the specifics—cost, | + | --- |
| - | ## Timing and Declaration | + | ## 🔁 Team Action Examples |
| - | - Most Team Actions happen as a **reaction** to another' | + | <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’s roll |
| + | - 🔥 **Sorcerer** – Infuse an ally’s spell with **elemental energy** | ||
| + | - 🛡️ **Guardian** – Impose **Disadvantage** | ||
| + | - 🧭 **Tactician** – Spend 2 points to let an ally move without provoking | ||
| - | ## Coordination Bonuses | + | <WRAP todo> |
| + | Rewrite these to refer to Domains, using actual Features | ||
| + | </ | ||
| - | Two or more players working together may unlock narrative or mechanical bonuses. | + | </ |
| - | If players describe a **creative combo** and coordinate | + | Feature cards will define the **cost**, **trigger**, |
| - | - **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 | + | |
| - | - The **Action Load** | + | - An ally declaring an action |
| - | - Use them to build momentum, | + | - An enemy triggering |
| + | - 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 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 | ||
| + | - **Action Load rules still apply**, even outside your turn | ||
| + | - Creative | ||
