Giving all PCs bonus team work feats.


Advice


So I’m thinking of running an all dwarven Giantslayer Campaign. I was thinking about giving all the entire party bonus team work (clan) feats. One either every four or five levels. All players would have to agree on the feat and meet its prerequisites.
Does anyone thing this would be game breaking? Or do you think it would add to the theme with all dwarves from the same clan?


I love it. The only time I think this is a bad idea is if there's a Cavalier (or something similar) in the party who's schtick is teamwork feats - you don't want to make their abilities seem less special.


We have been experimenting with giving people extra feats in our campaign's, and it's been great so far, the players don't actually become a whole lot stronger, just more versatile,

People rarely take teamwork feats, because they require everyone to put aspects of their build on hold, by allowing everyone to have some for free, this will encourage a lot of tactical gameplay, I say go for it :)

If you do have a cavalier, he will just get more teamwork feats in additiin, it should be fine

Also, consider allowing gang up as a teamwork feat option (it's definitely in the theme, the only reason I isn't officially a teamwork feat, is no one else has to have it)


3.5's Heroes of Battle (may have been expanded in other books) had a system called Teamwork Benefits where a group that met the requirements and drilled together could acquire bonuses. These did not cost feats.


I have also recently tried out granting a teamwork feat as a reward for a session instead of XP (mostly cause I was expecting more PCs the following week and wanted everyone on the same level when it happened). There are more than enough things out there that can be rewards instead of part of the regular character build especially if they are super situational (like many, but not all, team work feats) that no one takes cause there is always something more better (or mandatory in their mind).


Our group is actually doing the same. At 2nd and every 4th. You might want to lighten up on the requirements, as requiring all players to meet prerequisites means they have to wait for the Wizard to get to 8th before the rest of the team can get outflank.

2 of 4 or 3 of 5 meeting the prerequisites should be enough.


It depends on a variety of factors. First is the level of optimization in your group. A character that is already highly optimized is going to be even tougher with extra feats. Also players that create highly optimized characters tend to know how to exploit anything they have.
The second factor is who is in control of what teamwork feat is gained? If the players get to choose which feats they will naturally pick those that favor their build. If the GM is in the one making the decision the results will probably be less pronounced. If the players can influence the GM’s choice then the players are actually the ones in control.

My recommendation would be that the feat should not have any prerequisites and you should be the one choosing it. Escape Route, Ferocious Loyalty, Lookout, Shake it Off, and Tribe Mentality would all be appropriate.

This will probably cause the group to operate more efficiently. You may need to adjust the encounter appropriately.


I've considered this approach myself. As for stepping on other class' toes, unless you want to give all teamwork feats to the PCs, it should be fine.

Game breaking? Varies from table to table. It would be terribly OP for some DMs and entirely irrelevant for others. I can't see it ruining anything for my groups. It would increase versatility a bit, enough to be useful and welcome, not enough to ruin anything for the GMs.

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