figurefour wrote:I think the Doom Pool is a pacing mechanism, sort of like a "tension throttle".
You build the Doom Pool early on to build up the tension (don't let it build too high, or your players may have heart attacks). Then you release the tension into a scene to create EXCITEMENT! Then things have probably winded down a bit, so you can ramp the tension up a bit.
I agree that you don't want to build the Doom Pool TOO high, but that doesn't mean you want to start every scene with it empty.
As a guideline, I think you probably want to keep it at three dice or less, but the size of those dice is a bit less important than the number of them.
2d12 in the Doom Pool is scary, but 8d8 is probably worse. (From a rough statistical perspective, I believe stepping up a die and doubling a die affect the expected result very similarly.)
Actually, I pretty much agree with this.
One of the Dave Chalkers in my group, though I won't mention any names, is adamant about the importance of relieving the doom pool by spending it during an action scene for bits of business - interrupts; party-splitting; scene distinctions and complications; sudden appearances of new foes. Then you allow it to constantly replenish via the usual methods while this is happening. The Civil War action-scene options sections provide at least
some guidance on this. Now this unnamed Chalker does disagree with me about the futility of healing actions per the RAW, but that just means he's fallible, not wrong about
everything.

I think your benchmark of 3 dice or less left between action scenes is excellent, BTW.
It's probably also worth taking the power-profile of your play-group into account too. If you've got a Sorcerer or Element Controller in your party, their datafiles purchase great flexibility in
what they can do at the cost of extra effort: they have to spend an action to create an asset
and then wield the asset. And they have to succeed at creating that asset -
by rolling against the doom pool in most cases. (As I read the rules.) So the size of the doom pool can affect different heroes to very different extents.
Semi-separately and IMHO, some Watchers on the board sound like they feel practically
obligated to build the DP up to 2D12, like if that doesn't happen they've failed somehow, and we'll all make fun of them here.

I don't think that's true at all. And by the rules, 2D12 isn't actually supposed to get you much, as a Watcher. It just lets you end a scene whose trajectory is so obvious that it's not worth anyone's time to finish playing it out. It's not supposed to be a hose-the-PCs mechanic. It doesn't mean you can declare the heroes captured unless they were already well on the way to defeat. It's not a Get Out of Jail Free card for your villain. (Ironically, escapes should probably be
way cheaper than 2D12. Imagine what Lockheed's SFX looks like if you flip it to work for a Watcher character.) Me, if a scene is dragging, I'm happy to let the Watcher end it for free!

Jim