Combo moves
As the party gets more familiar with each other, characters learn specific, situational maneuvers, requiring multiple participants.
How to combo:
- The Player Character who's turn in initiative it is, declares the Combo Action and the Partner.
- The Partner must be willing to take part and have the required Action, Bonus Action or Reaction available.
- The Combo abilitiy takes place immediately, and both Characters use the specified Action. (possibly bumping up the second character in initiative order)
- The round continues in initiative order as usual. The second player gets to move and use any remaining actions on his own turn.
- Every Combo Move can be used once per Short Rest.
- Discuss any Combo use in advance so it doesn't slow down the combat too much.
- Some Combos come with a certain risk to its participants. These Combos are usually more powerfull than their risk free counterparts.
- A high-five or fist-pump after a successfull Combo Move is highly recommended.
- Since these Combo abilities are not yet tested and proven, i reserve the right to subsequently adjust anything too unbalanced. :)