So, don't know if anyone's played the Persona 2 duology (very good, I recommend them, but they are very grindy.) but there was a mechanic where you could do Fusion spells, where characters would do specific skills to combine them into much more powerful exclusive skills, at the cost of each character involved using up their turn in the initiative order for the skill (The benefits generally are better than each character going separately, but if even one of them is afflicted by an ailment, knocked out, etc, all the character's moves are wasted, very all or nothing.) I was thinking of moving that into D&D, mixing different spells to make new or stronger effects, having martial characters do combinations for more damage effectiveness/tactical advantage, or mixing martial attacks with magic, all sorts of stuff. Wondering what others think, since I'm new to D&D and how it plays.
Only briefly played Persona 2, but I know what your talking about.
There's kind of a lot of spells and features to do that with every possibility - and you can completely forget about making them balanced if you try. However, it's not impossible to add a custom combined action players can do and balance it for your campaign, but it'd be best to create them based on your players instead of pre-plan them. Unless, of course, you already have a general idea of what special abilities your players will end up having.
If you do wish to use them, it would basically involve one of the two people holding their action until the other one is ready to act and then taking their action at the same time.
Yeah, I was thinking of using the Hold Action as a way to implement it. And I totally agree, trying to design possible effects for every ability, spell, attack and etc in D&D would be impossible, the best thing would be to see if players come up with something and reason whether or not to allow it (if it's cool and it makes sense, give it a shot. If it becomes a staple team move for the players, with a cool name as well, even better). Hell, looking at the possible Fusion Spells in the Persona 2 games shows how much you can do, but also how frustrating it would be to hard design them all. A general idea would be softer designs. For example, Towering Inferno in Persona 2 uses *any* water, earth, and fire spell to make (in that order). Limiting potential outcomes by damage type or schools of magic could be one way to organize that stuff.
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So, don't know if anyone's played the Persona 2 duology (very good, I recommend them, but they are very grindy.) but there was a mechanic where you could do Fusion spells, where characters would do specific skills to combine them into much more powerful exclusive skills, at the cost of each character involved using up their turn in the initiative order for the skill (The benefits generally are better than each character going separately, but if even one of them is afflicted by an ailment, knocked out, etc, all the character's moves are wasted, very all or nothing.) I was thinking of moving that into D&D, mixing different spells to make new or stronger effects, having martial characters do combinations for more damage effectiveness/tactical advantage, or mixing martial attacks with magic, all sorts of stuff. Wondering what others think, since I'm new to D&D and how it plays.
Only briefly played Persona 2, but I know what your talking about.
There's kind of a lot of spells and features to do that with every possibility - and you can completely forget about making them balanced if you try. However, it's not impossible to add a custom combined action players can do and balance it for your campaign, but it'd be best to create them based on your players instead of pre-plan them. Unless, of course, you already have a general idea of what special abilities your players will end up having.
If you do wish to use them, it would basically involve one of the two people holding their action until the other one is ready to act and then taking their action at the same time.
Yeah, I was thinking of using the Hold Action as a way to implement it. And I totally agree, trying to design possible effects for every ability, spell, attack and etc in D&D would be impossible, the best thing would be to see if players come up with something and reason whether or not to allow it (if it's cool and it makes sense, give it a shot. If it becomes a staple team move for the players, with a cool name as well, even better). Hell, looking at the possible Fusion Spells in the Persona 2 games shows how much you can do, but also how frustrating it would be to hard design them all. A general idea would be softer designs. For example, Towering Inferno in Persona 2 uses *any* water, earth, and fire spell to make (in that order). Limiting potential outcomes by damage type or schools of magic could be one way to organize that stuff.