I have to admit, I’m with Todd on this one.
If you hold up D&D against a game like Savage Worlds, D&D feels like an exercise in individuality that just happens to be performed next to other individuals. The vast majority of mechanical advantages are individual in orientation. Each PC has their role and (mechanically) they really can’t stray far from that no matter how creative the player is.
A game like Savage Worlds is built around the concept of team.
Just a couple of examples:
-
combat has the gang up bonus. For every ally next to the target you are attacking, you get a +1 bonus to hit (max +4). They just need to be next to the target, no need for directly opposite.
-
checks like taunting, intimidating and tricks provide bonuses that can be leveraged by other PCs.
-
the dramatic task rules are employed when the outcome of the task could result in catastrophe for all, and it is designed so that the PCs collaborative efforts affect the outcome.
-
PCs can assist other PCs with a task, even if the skill they use is not the the one being employed for the task. Example:
The party is being chased by soldiers on horse back. The fighter is driving a horse and cart through a busy city street and her fellow PCs, except the elven rogue, is on the cart as well. The rogue is running along the roof tops along side.
The fighter needs to make a driving check to avoid crashing and, if the roll is a success with a raise, put more distance between the pursuers and the party.
Due to the amount of things and people on the road, the chance that the fighter will succeed is greatly reduced, however … our other PCs are not helpless bystanders here, at least not in Savage Worlds.
The bard uses his performance skill to yell at the people ahead in an attempt to convince those ahead to get out of the way. For every success rolled, out fighter gets +1 to their driving roll.
The wizard declares that they know this area of town well and will make a common knowledge roll to tell the fighter exactly when to turn down an upcoming side road. Every success adds +1 to the fighters driving roll.
The Cleric, follows the lead of the wizard and declares, she will move to the side of the cart it will be turning and lean out, counterbalancing with her weight so that the cart does not tip. Every success rolled on the clerics athletics check, adds +1 to the driving roll.
The rogue on the roof top declares, that they will fire an arrow at the pen gate holding the pigs up for sale, just after the heroes cart passes it, sending startled pigs into the path of the pursuers. For every success rolled on his shooting roll … you get the idea.
You could potentially house rule all that to happen in D&D, but the above is rules as written in Savage Worlds.
D&D is mechanically ridged and rules as written is far more focused on the individual actions over collaborative ones. Collaborative comes from the narrative of choices made, not from the mechanics in the vast majority of play.
Other games are built the other way around, especially more modern ones, but even then, what Todd has suggested is (IMHO) the norm for many systems.