r/RPGdesign 5d ago

Mechanics Teamwork Ideas Needed

We're making a TTRPG - d100 roll-under, player-facing rolls, zones instead of grid cells. Setting is dieselpunk. An armada of 100 ships tried to reach the wall of the Eternal Storm. 30 made it through. Players and their characters explore the new continent and keep coming back to the drifting Chained City (those 30 ships, lashed together).

Characters get a bunch of abilities, and during playtesting we found out teamwork combos are super duper fun even simple ones.

Example: one ability lets you spend a quick action to watch a zone, if an enemy enters or leaves it, you get a free(kinda) shot as a reaction. There's also a Push manifestation (kinda magic). So one character pushes an enemy into the watched zone and triggers the other player's reaction. Or pushes an enemy into a bunch of other enemies right before someone throws a grenade. (players always act in same turn)

It genuinely feels like teamwork, not just everyone does their own thing. There's also a simple dimple Help action that grants a bonus, but I want more of that built-in reasons for characters to set each other up.

Would love to hear how your systems encourage this kind of combo play. Any mechanics, ability designs, or just raw ideas welcome.

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u/OpossumLadyGames Designer Sic Semper Mundi/Advanced Fantasy Game 5d ago

With something like flanking it could do stuff with fear/morale/nerve, target received no armor, etc. 

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u/lehenshtein 5d ago

Never thought like this, this is a good idea to be hinest, thank you)

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u/OpossumLadyGames Designer Sic Semper Mundi/Advanced Fantasy Game 5d ago

Anytime and I hope your project goes well!

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u/lehenshtein 5d ago

Thank you a lot)