Thursday, January 15, 2015

Teamwork in Pathfinder

I've been playing a couple of different Pathfinder games each week and while I'm having a lot of fun playing them, I can't say too much about the two adventuring groups' teamwork. This differs from some other D&D experiences I've had in the past in which our group was a well-oiled killing machine.

So, I've been thinking about teamwork and about the lack of mechanics for representing an experienced group that works well together. So I scratched down these ideas after the last game.







TEAMWORK TOKENS


There are already several mechanical ways that represent teamwork -- Aid Another, Flanking, Teamwork Feats, etc. With Teamwork Tokens the adventuring group receives 1 Token per character for every two character levels the group gains while adventuring together. So a group of five adventurers who have been together long enough for them all to gain four character levels would have 10 Tokens.

These Tokens form a pool that can be spent to enhance various teamwork benifits. This pool refreshes at the beginning of each game session. Anytime a member of the party leaves the group or dies, that character's "share" of the Teamwork Token pool will be lost. For example, in a group of five characters, the loss of one of those characters would result in a 1/5 reduction of the pool. The GM can enforce further penalties or temporary holds on parts of the pool while new characters are worked into the party.

Token uses are as follows:


Aid Another: When using this action you may spend 1 token to raise the Aid Another bonus by an additional +1. The maximum number of tokens that may be spent on one roll is equal to the average character level in the party divided by 4 (round down). These tokens must be spent before any rolls are made.

Flanking: When making an attack roll that benefits from a flanking bonus, spend 1 token to raise that bonus by +1. The maximum number of tokens that may be spent on one roll is equal to the average character level in the party divided by 8 (round down). These tokens must be spent before any rolls are made.

Covering:
When a party member is about to suffer an attack of opportunity, another party member who is adjacent to both the attacker and defender may spend 5 tokens to prevent that attack.

Morale:
When making a saving throw, an adjacent party member may spend 1 token to give the targeted character at +1 morale bonus to the save. The maximum number of tokens that may be spent on one roll is equal to the average character level in the party divided by 4 (round down). These tokens must be spent before any rolls are made.

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