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New Action Type for more cooperative battles
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<blockquote data-quote="Hawk Diesel" data-source="post: 7108421" data-attributes="member: 59848"><p>[MENTION=277]jasper[/MENTION] Hex only affects ability checks. Does nothing against Saving Throws.</p><p></p><p>And yes, I agree that players can talk tactics and should. But if you have new players or ones that don't really know how to do that, the mechanics don't really support a team work dynamic. There are roles, and people stick within their roles. This is a way to mechanically support working together. </p><p></p><p>As for the Tactical Action Surge (I believe that is the one you were asking clarification about with the tank), everyone would get advantage until the Fighter's start of their turn. Action Surge is a powerful ability. If a fighter is willing to forgo their normal benefit to use it, I believe the new benefit should be equal to the sacrifice, since a fighter gets a max of 2 action surges per short rest by level 20.</p></blockquote><p></p>
[QUOTE="Hawk Diesel, post: 7108421, member: 59848"] [MENTION=277]jasper[/MENTION] Hex only affects ability checks. Does nothing against Saving Throws. And yes, I agree that players can talk tactics and should. But if you have new players or ones that don't really know how to do that, the mechanics don't really support a team work dynamic. There are roles, and people stick within their roles. This is a way to mechanically support working together. As for the Tactical Action Surge (I believe that is the one you were asking clarification about with the tank), everyone would get advantage until the Fighter's start of their turn. Action Surge is a powerful ability. If a fighter is willing to forgo their normal benefit to use it, I believe the new benefit should be equal to the sacrifice, since a fighter gets a max of 2 action surges per short rest by level 20. [/QUOTE]
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New Action Type for more cooperative battles
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