# <font size=3><div class="lheading">Team Effort</div></font>
>[!cite|no-title]
>#### [[Rules|Back to Rules]]
>[!cite|no-title]
>#### [[Help Actions|See Here for Help Actions]]
>[!cite|no-title transcript]
>When the team of PCs works together, the characters have access to four special **team effort maneuvers**. The four maneuvers are:
> - **Assist** another PC who's rolling an action.
> - Lead a **group action**.
> - **Protect** a teammate.
> - **Set up** a character who will follow through on your action.
>
>Team effort maneuvers are options, not requirements. Each character can still perform solo actions as normal during an encounter. If your character can't communicate or somehow coordinate with the rest of the team, you can't use or benefit from any team effort maneuvers.
>[!grid|col-2]
>>[!cite|no-title transcript]
>>## Assist
>>When you assist another player who's rolling, describe what your character does to help. Take 1 stress and give them advantage to their roll. You might also suffer any consequences that occur because of the roll, depending on the circumstances. Only one character may assist a given roll.
>>
>>_If you really want to help and someone else is already assisting, consider performing a setup maneuver instead._
>>
>>A character may assist a group action, but only if they aren't taking part in it directly. You decide which character in the group action gets the advantage.
>
>>[!cite|no-title transcript]
>>## Leading a Group Action
>>When you lead a group action, you coordinate multiple members of the team to tackle a problem together. Describe how your character leads the team in a coordinated effort. Do you bark orders, give subtle hand signals, or provide charismatic inspiration?
>>
>>Each PC who's involved makes a **d20 roll** of any one chosen skill (using the same action) and **the team counts the single best result** as the overall effort for everyone who rolled. However, the character leading the group action takes **1 stress** for each PC that rolled **below a 10** as their best result.
>>
>>>[!cite|transcript]- Group Stealth Example
>>>Everyone who wants to sneak in rolls _Stealth_, and the best result counts for the whole team. The leader suffers stress for everyone who does poorly. It's tough covering for the stragglers.
>>
>>**The group action result covers everyone who rolled.** If you don't roll, your character doesn't get the effects of the action.
>>
>>Your character doesn't have to be especially skilled at the action at hand in order to lead a group action. This maneuver is about leadership, not necessarily about ability.
>
>>[!cite|no-title transcript]
>>## Protect
>>You step in to face a consequence that one of your teammates would otherwise face. **You suffer it instead of them, and roll as normal if a roll is needed.** Describe how you intervene.
>>
>>Interventions can include taking an attack that would otherwise land on another player, covering them in an AOE effect to lessen the blow, etc, whatever you can think of. You must be within reasonable distance, up to the discretion of the DM per action.
>
>>[!cite|no-title transcript]
>>## Set Up
>>When you perform a setup action, you have an indirect effect on an obstacle. If your action has its intended result, any member of the team who follows through on your maneuver gets **your proficiency bonus** or **advantage** added to their roll. You choose the benefit, based on the nature of your setup action.
>>
>>>[!cite|transcript]- _"I'll Create a Distraction"_ Example
>>>You roll a **Charisma skill check** to distract a guard with your charms, then any teammate who follows through with a **Stealth** action to sneak past him can get improved position. It's less risky since you're drawing the guard's attention.
>>
>>This is a good way to contribute to a scene when you don't have a good modifer in the action at hand. A clever setup action lets you help the team indirectly. Multiple follow-up actions may take advantage of your setup (including someone **leading** a group action) as long as it makes sense in the fiction.
>>
>>>[!cite|transcript]- Strength-Based Example
>>>The PCs are facing a heavily armored carriage that's immune to their weapons. A player uses a **Strength Roll** as a setup action to pry some of the armor loose with his crowbar, giving follow up actions bonuses.