GMMichael
Guide of Modos
How do Shadowrun players feel about this? I don't know: maybe they expect to watch cool scenes that focus on their allies. Judging by the changes @Umbran brings up, the designers want to move in a more teamwork-friendly direction.Shadowrun comes to mind in encouraging solo activity. Three different character roles and typical activities can only be done or are mechanically significantly best done by solo specialized characters. Decking, Astral projection, and piloting. Most every character can fight, talk, and investigate, but only magical characters can go astral. Most anybody can use a computer or use a vehicle, but only deckers or technomancers can go fully into cyberspace and interact enough with AIs to effectively hack in Shadowrun, and Riggers are designed to be specialized cybered up driver/pilots a significant step above any non cybered specialist. Deckers and Riggers can be built to be part of a shadowrunning field team but they often work best staying out of the field and just doing their specialied roles remotely. In older editions before drones were a big thing riggers were basically designed to be getaway drivers who stayed in the car.
I see it happen when I'm a magic-user. Probably because I don't play MUs to be a fireball-flinger. Combat is for the lunks.Do you actually see this happen? The only occasions when I have is where the rogue reckons he needs help. I've played most of my D&D with free spell choice, and the magic-users generally want to hang onto their spell slots for emergencies.

Facing rules (characters on a battlemap face in a specific direction) are teamwork supporters. If you form a line facing one way, you're depending on the rest of the line to keep you from being flanked. Or, standing back-to-back with an ally provides a comparable level of security that a solo character would have if facing didn't matter.