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.

Comments

  1. 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.

    Hmmm

    Company Feats is now something I want to play around with.  Things the group as a whole partakes of.

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  2. We were all left in Greyhawk Orphanage. It's where we learned to take a real beating.

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  3. So when are we playing TMNT with 5e D&D?

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  4. It's like two campaigns down the road.

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  5. Is there a Casey G. lifelong timeline measured in RPG campaigns?

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