Idea for party based rolls [Archive] - Wizards Community

Post/Author/DateTimePost
BrotherKane

05-27-07, 01:40 AM
I've just been tossing around an idea to try and houserule a basic mechanic to get groups working together in synergy abit more. It also gave me the idea of making saves more prevalent in combat, and also to make it easier for combats to end in ways other than death of one side or another (of course that can come down to plot design as well, but this just plugs into my brain easier).

Does anyone want to have a glimpse and tell me what they think? Thanks

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RUN AWAY!
If I character drops below half their hitpoints they have to make a DC15 will save every time they are damaged (including the first hit that takes them to below half). If they fail their will save then they must use the withdraw action and move away from the threat at their move speed (if they cannot remove themselves from the threat then they must go total defense instead).

If a character drops below 0 and - 10 they must make a fort save or pass out. If they pass out, or voluntarily choose to fail the roll then they follow the normal rules for negative hitpoints. If they make their save however, they may act normally but at a -2 penatly to all rolls and they automatically take 1 hitpoint damage every round untill stabilised/healed.

GROUP WITHDRAWING (A.K.A RETREAT) If the retreat is a quick one (getting behind friendly lines, something else over a short-term, that sort of stuff) then the party makes a party reflex save. If it is over a long timeframe (like trying to outmarch a group to get back to a town) then it is a part fort save.

PARTY ROLLS
For party rolls, the person initiating an action, or the nominated person makes the d20 roll. The appropriate modifier is averaged amongst all the participants in the party (cha mod for group diplomacy checks, reflex save for quick retreats, etc) and added to the roll. If members of the party have appropriate skills or ideas they can negotiate if +2 penalty for favourable circumstances or they may have a -2 penalty for unfavourable circumstances (the effects of which will stack). If they make the opposed check or dc then they succeed as a party. A party beating a hasty retreat might need to roll each round, and get a total of 3 successes more than the chasing party to succeed in getting away. A long retreat might need to roll for every hour. A diplomatic mission where the team needs to succeed as a group may only need to be rolled once to be let in the gate (or whatever) or may need to pass a series of opposed checks for different things. This makes party synergy a whole lot more important and something to be considered. (That stinky barbarian in the group really does bring the bards charm down).

To take the "average" first total the positives and the negatives, get the sum of them, then divide by the number of party members.
ExileInParadise

05-28-07, 10:46 AM
You may want to merge this with "Teamwork Benefits" from Chapter 6 of the Player's Handbook II.

Teamwork Benefits are, fundamentally, feats that a party learns, rather than an individual. Each member of the party must meet certain pre-requisites for skill levels, and one member of the party becomes a "task leader" which must meet a higher set of skill pre-requisites. The party then trains for X amount of time to learn the feat.

Player's Handbook II comes with 19 "Teamwork Benefits" that cover situations from preparing a "camp routine" that provides bonuses to spot and listen checks, setting up "cunning ambushes" as a team, a "massed charge" where everyone charges as one into the fray, and more.

Honestly, I was ambivalent about buying Player Handbook II until I came to the Teamwork Benefits section. That decided me, because I think team mechanics are one of the best ideas to come into D&D in a good long while.
BrotherKane

05-28-07, 10:11 PM
Thats awesome!

Thanks, I haven't got the PHB 2, but that definately makes it tempting.

Yeah i'd really like any mechanic that encourages the players to perform more teamwork. It really focus a group. Of course good players will do that anyway because they've got the storyline in their minds, but having a mechanic to support it helps keep the focus of the left-brain dominant members of the group.

Thankyou for the tip :)