8 Red Wizards |
First I wanted opinions about the Team Work Feats and than Suggestions also, because no one in my group uses Team Work Feats. I understand why since they are depending on someone else to take the feat also. Unless you actually coordinate your character with someone else, and even than there are better ways to build teamwork than taking the same feats.
I was thinking about removing the part that both player's have to have the same Team Work Feat to use this feat, and let the feat work normally after that.
TheOrangeOne |
Teamwork feats are awesome if the group coordinate their character builds. If the group doesn't there are also other ways to use them without the group having it.
Inquisitors Are a great way to use teamwork feats you just need to make sure you teammates will help you for the requirements. Such as flanking, standing adjacent, and other positionals.
Another way is to just be a Cavalier and use your ability to share your teamwork feats with the group for a little while. Using Stealth synergy with a rogue can make a group amazingly stealthy for that quick surprise round opener.
Mort the Cleverly Named |
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I would not recommend removing the requirement that other players have the Teamwork feat. Besides it being a fairly major part of the Inquisitor class, skilled players could make it overpowered quite quickly.
Frankly, once players get an understanding of Teamwork feats, I couldn't imagine them wanting anything more. Set up a squad of three Combat Reflexes / Paired Opportunist / Tandem Trip characters with reach weapons, they are as near to immune to humanoid opponents as one can hope. There are a wide variety of other, higher level options that can easily be broken by a skilled party. Outflank + Gang Up, Seize the Moment, and Coordinated Charge are all very, very good options. If they understand Butterfly Sting, level appropriate monsters simply won't stand a chance.
Teamwork feats are what you make of them. A poorly coordinated party will have little use for them, but the sort of people who develop a strategy can already get close to dominating the game with them.
Anguish |
Frankly for what they deliver the Teamwork feats are aggressively under-balanced unless you have more than two people using them, or you've got Solo Tactics.
+2 to CMD per adjacent ally who has this feat? Meh. Unless you've got four qualifying allies, in which case WOW, that's really good.
I'd say leave the feats alone. If nobody takes them, so be it. They're still there for the Cavalier and the Inquisitor, who can gift their feats to others. If a party wants to coordinate by several people taking one, that's great... they'll always be within a nice fireball pattern of one another.
The Drunken Dragon |
I always sort of assumed that unless you're making a very, very "built together" sort of party, teamwork feats were just interesting fluff. I picture them more like class-exclusive feats that CAN be used by others, but belong most in the hands of the Inquisitor and Cavalier (both of which use them to profound effect), kind of like how Stunning Fist can be used by others, but unless you're a monk...why?
Guy Kilmore |
I know that when I am making NPC soldiers in squads and stuff, I utilize teamwork feats a lot as a DM. It makes them effective as a group, especially a bunch of low CR stuff supporting a larger CR creature, and it fits thematically.
I know for the next campaign I run, the PCs are eventually going to be in a situation where they are conscripted. (But who knows what those wily PCs do and they might avoid that.) If they do and end up going through basic training, I was going to give each PC a free Teamwork feat of their choice. I thought it would fit thematically with their squad. I am also curious to see if once they have a Teamwork feat and start using it if they naturally start to pick up more.
Gluttony |
I've played in a party of stealthy ninja-esque mercenaries before (with one actual ninja). We all took lots of teamwork feats, starting right off the bat with Stealth Synergy. It worked well, but it really requires intelligence and coordination to pull off.
If the whole party isn't going to cooperate it's best to not bother with teamwork feats, or just play as an inquisitor or cavalier if you still really want some of them.
Cure |
There are a few Archtypes from Ultimate Combat that now support Teamwork feats making them all the more useful.
There is obviously the Cavalier/Inqusitor who could use them as basic.
The Cavalier also has the 'Strategist' Archtype for greater use of the teamwork abilities.
The Fighter gets the 'Tactician' Archtype to build around teamwork feats of these without changing the original class that much.
The Paladin get's the 'Holy Strategist' Archtype as well.
So with that in mind, player's have a choice of 4 classes that are either designed to use teamwork feats or have archtypes designed to use them (Cavalier/Inqusitor/Paladin/Fighter), and then when you start thinking of more cunning uses as suggested with animal companions, cohorts and eidolons, the use of teamwork feats increases tenfold beyond simple having an entire party needing to spec themselves to work together. After all, everyone can have a cohort as of level 7. Have the cohort take one of those classes/archtypes and you'll be getting some mad bonuses.
powell01 |
Really, no one has noticed how dangerous a group could be with a diviner (always act in suprise round) with lookout when teamed with anyone else with it? for absolute gravy, the bandit archetype of rogue gives full round actions in the suprise round. Multiple sneak attacks with a bow? or move into the flank and stab the bad guy, letting the BDF charge into a flank with greater trip etc, bad guy dead really quick? It gets insane.Most classes in pathfinder have a feat or two spare that they can put to that one feat alone.