by figurefour » Mon Jul 09, 2012 10:17 am
by Shingen » Mon Jul 09, 2012 11:09 am
figurefour wrote:I think in the first scene, almost any villain or group of villains will get their ass kicked unless they dramatically outnumber the heroes. Your Doom Pool will be tiny in the first scene, which makes a big difference in how hard a conflict can be.
My advice would be to let the heroes kick ass in the first scene while you build your doom pool. Save the excitement for the SECOND action scene.
by MidnightBlue » Mon Jul 09, 2012 11:13 am
figurefour wrote:My advice would be to let the heroes kick ass in the first scene while you build your doom pool. Save the excitement for the SECOND action scene.
by Spatula » Mon Jul 09, 2012 12:22 pm
Darth Mauno wrote:So, you, who have actual gaming experience with MHR – what kind of power level I should be aiming at with the villains? Since I'm expecting probably 3-4 players and the choice of heroes is relatively free, the possible power level range on the PC side is rather wide. Of course, I can make the final decision at the gaming table when I know how many players I have and the heroes they've picked, but I'd be grateful if you can give me some pointers to help me gauge the situation.
by figurefour » Mon Jul 09, 2012 4:42 pm
Shingen wrote:While the villains would be short on doom pool for effects, they'd still have all their powers and any fight can build the doom pool with opportunities. The more fighting, the more 1s, the more the doom pool go up. But there is something to be said for letting it build up so it can be used by bigger baddies.
by dgh1973 » Wed Jul 11, 2012 12:10 pm
by Supplanter » Wed Jul 11, 2012 6:48 pm
by figurefour » Thu Jul 12, 2012 10:04 am
by Supplanter » Thu Jul 12, 2012 11:46 am
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.)
by dgh1973 » Tue Jul 17, 2012 3:50 pm
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.