Palladium TMNT team-style rules for D&D
Palladium TMNT team-style rules for D&D
One of the coolest features of TMNT is the team rules. If you create your characters all together with the same origin you get any skills you all take at a level equal to the number of members of the team.
In 5e D&D, I'd allow a team to be siblings or members of a tribe or clan or something. Everyone takes the same background (not class). When working as a team, they get advantage on background skills they share. In combat they get advantage when attacking the same target.
Edit: I think there's a thing where if you have a high ability score everyone gets a bump. For D&D I'd let the team pick two scores to give a +1 to.
you could also let them use one of those monster abilities like 'pack tactics' - gain advantage when another member of your group is close. The thing Kobolds have.
ReplyDeleteHmmm
Company Feats is now something I want to play around with. Things the group as a whole partakes of.
We were all left in Greyhawk Orphanage. It's where we learned to take a real beating.
ReplyDeleteSo when are we playing TMNT with 5e D&D?
ReplyDeleteIt's like two campaigns down the road.
ReplyDeleteIs there a Casey G. lifelong timeline measured in RPG campaigns?
ReplyDeleteThere could be.
ReplyDelete