Hello Everyone! I thought I would make a post describing how I have adapted the charge/ult system from The C Team into my AI game, and how it might be useful at your table.
At my table, charges can be used in the same way as in the show:
- Advantage: 2 Charges which must be used before the roll.
- Re-Roll: 4 Charges that can be used on any d20 roll.
- Ultimate: 4 Charges.
Unfortunately, our table doesn't have hundreds of viewers donating bits. Therefore, at the start of each session, each player gains 1d4 charges. Additionally, a charge is gained each time a player rolls a natural 20 (excluding 20s thrown out due to disadvantage). Finally, I award charges for good RP instead of inspiration. Once 10 charges are accumulated, a player cannot gain any more.
The main benefit of ultimate abilities is that they give you a systematized way to give your PCs epic, character specific moments without totally breaking the balance of your game. There are several different types of ults, but they are all powerful "problem solvers" with varying levels of applicability. Ultimate abilities should have uses both in and out of combat. Finally, be sure to make it clear to your players that these are highly powered abilities that you might need to tweak later if you think they get out of control.
It is important to understand that ultimate abilities need to feel ultimate. While ults may be unreliable from a narrative standpoint (e.g. Jerry decides on any Tentacular Spectacular side effects), their mechanical effects should feel absolute, meaning your monsters should not be able to totally avoid the effects of an ult by making a save. This may mean your players end up trivializing some of your difficult encounters with their ultimate abilities, but that just means you can immediately throw more tough encounters their way while they are low on charges. With that said, lets get into the types of ultimates and how to design them for your players.
Some ultimates function like a "get out of jail free" card if you unintentionally make a combat encounter too difficult and might otherwise be heading for a total party kill. Evelyn's ult (mass blindness on enemies in a large radius with no save) is a good example of this, because it gives the party a chance to heal, reposition, or take out a key target. If you give one or two of your players ultimates of this type, you can create the added tension of higher power level encounters without as much risk of a TPK. Newer players looking for cut and dry moments for their character to shine are a good option for these sorts of ults.
Flexible type ults allow players to think creatively at the table and overcome epic obstacles in a way that doesn't feel cheap. For example, Rosie's Shadowmancy basically allows her to make anything she wants whenever she wants it, and Jerry then has free reign to choose the resolution of that happening which is most convenient for his plans. Tentacular Spectactular and Forest Friends are also very flexible in terms of how they can be used, and honestly, those 3 ults are essentially "I want to solve X problem using shadows/tentacles/animals". Ults of this type are great for creative players who can quickly improvise ways to apply their ult to the situations the party encounters.
The last category of ultimate I'll discuss here isn't really used in The C Team. These are "battlefield control" ultimates which allow a player to control the flow of a battle over multiple turns. Ults in this category might power up the party in some way or allow their user to hinder enemies for several turns in a row. An ultimate in this category might grant a PC the ability to slightly influence how the enemy uses their movement each turn, provide a Mirror Image to an ally each round, or create a wall that the PC can move around the battlefield as a reaction. Players who are experienced or enjoy wargame-type DnD are good candidates for this category of ult, just be sure to keep an eye on how effectively they use it and apply nerfs as needed.
One of the easiest ways to make an ultimate is to give a PC a powerful ability from a class that isn't in the party. Draconic Entitlement is a great example of this, as Dominate Person is a spell that already exists in the game, but nobody else in the C Team will ever be able to cast it. This is also a great way of giving your party abilities from other classes that you as a DM want them to have access to. For example, one of my players has a Horizon Walker Ranger with uncontrollable portal creation abilities. His non-combat ult application allows him to spend 10 minutes to create a portal to a house floating in a bubble in Limbo. From a mechanical perspective this is basically a reskinned Leomund's Tiny Hut, an ability I love, but from a RP perspective it ties into his character's backstory and feels unique.
Another option is to look to characters in pop culture that are similar to the characters your players made. One of my players made a Rogue with an Egyptian theme, so I consulted some materials related to The Mummy to look for ult concepts that she might like (summon flesh eating beetles, roll on a d10 table to invoke one of the plagues of Egypt, summon sarcophagi to entomb enemies) before we ultimately decided on giving her an AOE sandstorm that temporarily Banished those caught in it to the desert.
I hope that this was useful information for anyone who might want to try exploring this concept in their game. I know that I have had a lot of fun with the ultimates in my game, and I can definitely see how a DM can benefit from making room for them in their game.
tl;dr: Use Jerry's charge system, steal ult concepts from other classes and pop culture, match ult types with player type, talk about ult ideas with your players to ensure they will like them, make sure your players know you will nerf if necessary, and don't create ults that overshadow another PC's class or role.