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Earthbinder

Group feats

just an idea i wanted to braoch for discussion

Group feats:
a feat which one player has and uses but that they gain no benefit from but instead affects a specific group of players

okay about as clear as mud, but there is one easy example:

We have a job to do.
the player who uses it gains no benefit but their team members all gain back some vitality.

what do people think of the idea of having a few more. it would make combat less of a "i must take Jammy bastard and Critical hit/sniper shot" to being i want to be on the team with X who can give the entire team a single use of critical hit.

just to make people being in teams more effective rather than having scratch teams put together all the time.

some ideas. (please remember that uses gained through Group feats do not count toward upgrades)

Fire support: Prereq; Large Weapons Support.
Grants a free use of heavy fire to anyone with Medium weapons. uses 1 clip of ammo for each call.
useable 1/mission

Combined fire: Prereq: Large weapons Sniper, On the nose
Grants a free use of Critical hit against one specific enemy
useable 1/mission

Heads Down: Prereq; Lucky bastard
Grants a free use of jammy bastard to any team member without a lucky Bastard.
useable 1/mission

This reminds me of that time when: Prereq: Dreaming spires
Grants a free use of Flash of insight to anyone sharing the same acedemic skills as the user.

obviously there are others possible. i just thought it could be a nice idea. encouraging poeple to tkae feats which benefit team mates rather than themselves
JT

I can see a role for 'group feats' in a leadership capacity.

Pep Talk, team leader only: restores 2 Vitality to each member of the team during mission.  Once per mission only.

I see that as the 'Commander Henderson' type of pep talk, and it must be accompanied by the appropriate rp.

Just musing.

T.
Cushing

Personally, I can see the need for "soft" group skills, I.e. non-combat ones.  However, I don't think that combat related group skills are needed.  It's because the teams have different skills that makes every mission so compelling.  Where would be the fear for you life when facing an enemy if you knew that every member of your team could put down heavy fire?

It's not like the teams are getting torn up every time by the enemies they face, is it?
Earthbinder

i agree with cushing, if people want combat feats then they take them. but the idea of group feats will work with both combat and non-combat feats i was just giving examples using simple rules situations (again most combats are simple rules situations, its the researchy and buildy/fixxy things that are not really covered in the rules)

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