| Post/Author/DateTime | Post |
|---|---|
| Dachannien04-19-07, 06:31 PM | I've just read through the rules on teams in Player's Handbook II, and either they didn't say or they missed it altogether - what's the suggested rule on how many teams a character can be a member of? The implication is that an adventuring party doesn't have to equal a team - you could have two "tactical teams" that make up a party, for example, if the party is large enough. I'm unclear, though, on whether teams can overlap in terms of membership, allowing one character to be in more than one team at a time, gaining the respective benefits when working with each particular team. My gut tells me that these bonuses are already gravy, so each character should only be eligible for one team, and if they want multiple benefits, they should tailor their characters to leverage those benefits. But then again, I tend to rule with an iron fist, and others may have a different outlook on this. Any thoughts? |
| Nom04-19-07, 08:34 PM | If they are the same rules as in the DMG II (pg 190ff), then it doesn't really fit to have a character being part of more than one team. It doesn't explicitly say "a character can only be part of one team", but the text seems to assume this. Note that the converse situation is quite clear: a character can't be a member of a team for some effects and not others. Everyone in the team must qualify for every teamwork ability. |
| Edymnion04-19-07, 08:49 PM | Why should they be excluded? To make some teams up, what if there is a support team, and a combat team. Why wouldn't a full plate wearing cleric not be able to be on both a front line combat team to pull off stunts, and also be on the support team when patching people up afterwards? |
| Nom04-19-07, 11:20 PM | Because the "teamwork" mechanic explicitly offers one "benefit" per four levels. That restriction is a bit pointless if you can just create multiple distinct "teams". |