It's official. Dungeon Master's Guide 2 sealed our fate. 
http://www.icv2.com/articles/home/7979.html

http://www.icv2.com/articles/home/7979.html
Frostmarrow said:Does anyone ever take teamwork stuff?
In a campaign I DM'd the party found a magical standard. The standard gave all allies within a certain radius bonuses to to hit and saves. No one wanted to carry it. I gave up on teamwork abilities there and then.
Flanking is cool, though.
Frostmarrow said:Does anyone ever take teamwork stuff?
In a campaign I DM'd the party found a magical standard. The standard gave all allies within a certain radius bonuses to to hit and saves. No one wanted to carry it. I gave up on teamwork abilities there and then.
philreed said:Weird. I love abilities that work with a group.
IME, the better a group knows one another IRL, the more they're willing to work together as a team.philreed said:Weird. I love abilities that work with a group.
eris404 said:I very often play a bard for that reason - it came in handy in the Tomb of Horrors.And, our group tends to use the aid another ability (edit) - a lot.