I’m just kicking around an idea for something... And I’m fishing around for ideas or obstacles that I might not be considering.
for the purpose of explaining I’m going to use a close approximation of the situation for the sake of simplifying
(imagine voltron or power rangers or such)
The PCs will each have a device to control a golem and those golems can combine to be a massive golem. And have to coordinate their individual to get the massive golem to work
again I’m over simplifying but that is the gist.
considerations
One way I could do this is simply break down action types and divide it up.....
(Using a 2 pc scenario) one of controlling the main action, the second controlling the movement and reaction.
(Using a 5 pc scenario). One for movement, one for action, one for reaction, one for bonus action, one for ..?
Though for the purpose of each player feeling that they do something meaningful being stuck with ‘I pick movement’ might not be very thrilling,
To address that maybe each round, the person controlling things shifts so you’re not doing just movement every round?
or I could increase the action economy giving more actions
(Using a 2 pc scenario) each controlling half the movement and each controlling one action and higher initiative gets to control the reaction
(Using a 5 pc scenario) each controlling one quarter of the movement rate on their turn, and each controls one action
Anyway. I don’t know. It’s an idea just being kicked around but tossing it out there in case someone had a good idea , or at least if someone had something I hadn’t necessarily considered yet.
Thoughts?
thanks in advance.
for the purpose of explaining I’m going to use a close approximation of the situation for the sake of simplifying
(imagine voltron or power rangers or such)
The PCs will each have a device to control a golem and those golems can combine to be a massive golem. And have to coordinate their individual to get the massive golem to work
again I’m over simplifying but that is the gist.
considerations
- I have to balance hp and damage output for the number of characters and adjust enemy damage and hp accordingly
- I have to balance action economy for number of characters and can adjust enemy action economy accordingly
- as this will just be a ‘gimmick’ for a couple sessions, I don’t want to over complicated the rules
- the purpose here is about getting PCs to coordinate together to function the creature
- I want to plan as 5 PCs for controlling the combined creature but also if I do it 2 PCs per combined creature
- I want to try and get all involved players to feel they are doing something meaningful in controlling the bigger golem
One way I could do this is simply break down action types and divide it up.....
(Using a 2 pc scenario) one of controlling the main action, the second controlling the movement and reaction.
(Using a 5 pc scenario). One for movement, one for action, one for reaction, one for bonus action, one for ..?
Though for the purpose of each player feeling that they do something meaningful being stuck with ‘I pick movement’ might not be very thrilling,
To address that maybe each round, the person controlling things shifts so you’re not doing just movement every round?
or I could increase the action economy giving more actions
(Using a 2 pc scenario) each controlling half the movement and each controlling one action and higher initiative gets to control the reaction
(Using a 5 pc scenario) each controlling one quarter of the movement rate on their turn, and each controls one action
Anyway. I don’t know. It’s an idea just being kicked around but tossing it out there in case someone had a good idea , or at least if someone had something I hadn’t necessarily considered yet.
Thoughts?
thanks in advance.