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By “teamwork feats” I mean feats, abilities, whatever, that affect several characters instead of only one, up to the whole party, and that have certain requirements for every party member or participant. NWN 2 Storm of Zehir had something like that. In the Adventuring Guild, you could learn such abilities for money. One party member was the “specialist”, who required the highest prerequesites for the teamwork feat, and the other party members needed only a few skillpoints at best. For example, I think the ability “rush” requires the specialist to have a survivalskill of about 12, and the toughness feat, while the other party members only need about 1 or 2 skillpoints in survival. It allowed the whole party to travel faster within the wilderness, almost as fast as the fastest of them would travel alone.

Another example would be the feat that needs a specialist who is able to sneak attack, and where the other party members require some points in hide, minor sneak attack abilities or the weapon finesse feat (or something different that I've forgotten). The feat granted every party member additional bonuses when attacking an opponent from behind. 

 

Would you like to see such abilities in P:E, and if yes, how important should they be in the game? 

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I don't know if I'd call them feats; perhaps 'tactics' or 'maneuvers'? But I like the idea of earned tactical advantages.

 

High-low maneuver: this occurs when two team members, fighting the same opponent with melee weapons, synchronize their attacks--one of them, chosen an random, negates the enemy's shield defense. However, because it requires precise timing, there is a counter-balancing penalty to both attacks when this tactic is activated.

"It has just been discovered that research causes cancer in rats."

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I think the best application for these feats is in situations that require teamwork to be pulled off. For example, "Diversion". It would have a wide range of applications, each situation requiring different abilities/skills/feats of the participants. First point in the feat would make such manuevers possible, second point would make them more effective, etc. This would be a good reason to give different party members auxiliary points in various skills.

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Well yeah, the examples I brought are more passive in nature, meaning they involved only passive bonuses without player involvement. Storm of Zehir didn't went much further with that idea. Although the team-sneak-feat is at least situational (character must attack from behind, while target is engaged by other character), and requires some "active" teamwork to be pulled of.

 

In any case, of course there could also be active abilities or at least modes, that you could utilize in certain situations. 

I guess for some of them you could cut out the extra feat completely and just call it maneuvers that you have automatically, if the particiapants have the necessary abilities/skills/feats, as you said. Or a team feat that has multiple uses depending on the situation, sounds also very interesting. With different requirements even more..

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The passive team feats you brought out would be interesting from a gameplay perspective, but kind of uninviting from a realism perspective. If the devs could come up with something of that sort that reflects the realism behind the idea of that team feat more directly then Id be all for them.

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Yeah, but in the context of abstracted systems that measure numbers to represent things, I can see someone getting a boost to some skill check because someone else in the group (a "specialist", in the OP example) told them specifically what to do in this situation.

 

It's like a permanent feat for one character, and a situational feat for other characters.

 

Basically, I don't think that and active teamwork coolness are in any way mutually exclusive.

Should we not start with some Ipelagos, or at least some Greater Ipelagos, before tackling a named Arch Ipelago? 6_u

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