N01H3r3 wrote:I think this is something that needs to depend on context. Sure, sometimes a transition scene is a chance to stop and recover from the previous action scene... but sometimes it's desirable and necessary to keep the tension mounting, particularly if there's a "race against the clock" type situation to stop the villain before he does something disastrous.
It's a matter of distinguishing between transition scenes that are literally just a transition from one action scene to the next (where you may want to keep a reasonable amount of dice in the Doom Pool), and ones that represent longer or calmer periods of time where characters can properly rest and recuperate.
Are you speaking from your experience playing heroes here? That is, do you find, when playing a hero, that a bigger doom pool instills a narrative/esthetic tension in you, rather than a purely mechanical one?