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Brainstorming voltron-like concept
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<blockquote data-quote="Stormonu" data-source="post: 8235915" data-attributes="member: 52734"><p>You could give each character a special reaction ability (or 2-3), when things happen. Their reaction only kicks in when specific things happen. The "golem" gets Legendary Actions (say 3/turn) that can only be used as reactions</p><p></p><p>Likewise, it might be that only certain characters can perform specific actions or bonus actions (for example, only the "leg" characters can activate Dash). It may be best that each character gets a list of 2-3 special actions they utilize, generally as a bonus action, perhaps limited by # of times = proficiency modifier so no one player is stealing the spotlight every time.</p><p></p><p>Also, you might want to consider "power meter" stunts - characters who don't take direct action might contribute to the golem's power meter in some way ("Adjusting reactor power after that last hit") that can augment regular actions or help to build up to ultimate attacks and combos.</p><p></p><p>With these huge golems and assuming a 4-5 player group controlling it, I'd suggest perhaps the following action economy:</p><p></p><p>General Bonus action: Any one of the PCs can activate a single bonus action</p><p>Mutual Action: Requires group concensus, the "torso/heart/brain" character breaks ties; special offensive attacks ("Voltron Ultimate Slash!") may also fall here.</p><p>Move Action: Transform movement into an action and individual PCs can trigger special actions ranging from leap attacks, combat rolls, charges, flight, burrowing, tripping, etc.</p><p>Reaction (x3?): used during the enemy's turn in response to specific actions taken by the enemy.</p><p></p><p>You might want to limit it that each character can only do one of the above each round; this should hopefully give everyone something to do each round and require some teamwork to get the best results.</p><p></p><p>An example Golem:</p><p></p><p>Position: Head/Torso</p><p>Special Actions: Direct (allows reroll of Ability checks), Resist (Reroll save to remove condition)</p><p>Ultimate: Takedown (Requires 4 power points; critical hit and target prone), Overcome (Requires 4 power points; removes condition)</p><p>Reflex: Resist (Advantage on Wisdom save), Push On (Regain 1d10 hit points)</p><p></p><p>Position: Right Arm</p><p>Special Actions: Quick Strike (cantrip-level/base attack), Power strike (-5 hit/+10 damage on attacks)</p><p>Ultimate: Form Sword (Requires 4 power points; creates flaming Two-handed sword)</p><p>Reflex: Strike Now (counterattack after hit), Disarm (disarm attempt after enemy miss)</p><p></p><p>Position: Left Arm</p><p>Special Actions: Analyze (reveal one enemy statistic), Defensive (add 2 to AC)</p><p>Ultimate: Power Blast (Requires 4 power points; Spell Ranged attack), Force Field (Requires 4 power points; creates a barrier)</p><p>Reflex: Roll With Blow (Reduce damage by 1d10), Interposing Shield (+2 to AC vs. attack)</p><p></p><p>Position: Right Leg</p><p>Ultimate: Leap Kick (Requires 4 power points; Move then attack)</p><p>Special Actions: Dash (take Dash action), Leap (Jump up to movement rate)</p><p>Reflex: Flip Away (Jump after opponent misses)</p><p></p><p>Position: Left Leg</p><p>Ultimate: Vanish (Requires 4 power points; become invisible)</p><p>Special Action: Dodge (take Dodge action),</p><p>Reflex: Reposition (Move after enemy attack)</p></blockquote><p></p>
[QUOTE="Stormonu, post: 8235915, member: 52734"] You could give each character a special reaction ability (or 2-3), when things happen. Their reaction only kicks in when specific things happen. The "golem" gets Legendary Actions (say 3/turn) that can only be used as reactions Likewise, it might be that only certain characters can perform specific actions or bonus actions (for example, only the "leg" characters can activate Dash). It may be best that each character gets a list of 2-3 special actions they utilize, generally as a bonus action, perhaps limited by # of times = proficiency modifier so no one player is stealing the spotlight every time. Also, you might want to consider "power meter" stunts - characters who don't take direct action might contribute to the golem's power meter in some way ("Adjusting reactor power after that last hit") that can augment regular actions or help to build up to ultimate attacks and combos. With these huge golems and assuming a 4-5 player group controlling it, I'd suggest perhaps the following action economy: General Bonus action: Any one of the PCs can activate a single bonus action Mutual Action: Requires group concensus, the "torso/heart/brain" character breaks ties; special offensive attacks ("Voltron Ultimate Slash!") may also fall here. Move Action: Transform movement into an action and individual PCs can trigger special actions ranging from leap attacks, combat rolls, charges, flight, burrowing, tripping, etc. Reaction (x3?): used during the enemy's turn in response to specific actions taken by the enemy. You might want to limit it that each character can only do one of the above each round; this should hopefully give everyone something to do each round and require some teamwork to get the best results. An example Golem: Position: Head/Torso Special Actions: Direct (allows reroll of Ability checks), Resist (Reroll save to remove condition) Ultimate: Takedown (Requires 4 power points; critical hit and target prone), Overcome (Requires 4 power points; removes condition) Reflex: Resist (Advantage on Wisdom save), Push On (Regain 1d10 hit points) Position: Right Arm Special Actions: Quick Strike (cantrip-level/base attack), Power strike (-5 hit/+10 damage on attacks) Ultimate: Form Sword (Requires 4 power points; creates flaming Two-handed sword) Reflex: Strike Now (counterattack after hit), Disarm (disarm attempt after enemy miss) Position: Left Arm Special Actions: Analyze (reveal one enemy statistic), Defensive (add 2 to AC) Ultimate: Power Blast (Requires 4 power points; Spell Ranged attack), Force Field (Requires 4 power points; creates a barrier) Reflex: Roll With Blow (Reduce damage by 1d10), Interposing Shield (+2 to AC vs. attack) Position: Right Leg Ultimate: Leap Kick (Requires 4 power points; Move then attack) Special Actions: Dash (take Dash action), Leap (Jump up to movement rate) Reflex: Flip Away (Jump after opponent misses) Position: Left Leg Ultimate: Vanish (Requires 4 power points; become invisible) Special Action: Dodge (take Dodge action), Reflex: Reposition (Move after enemy attack) [/QUOTE]
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