Cam wrote:Mobs are treated like a single character in most respects except for the fact that you can reduce their power by knocking out Team dice with stress. They take a complication like a single character, use assets like a single character, etc. You could adjudicate it as inflicting smaller complications to take out team dice, sure. But if you did, the complication would go away (i.e. it's been used to remove a Team die and thus it doesn't hang around to bother the other goons in the mob.)
Cheers,
Cam
It works better by complicating each die of a mob (or large-scale threat). Actually, considering the mobs like one character breaks the balance of the game.
If you consider mobs like a single character for complications, is becomes easier to "complicate out" mobs than two specialty characters : it may take less PP, but it takes more effect dice (or actions) to take down the specialty characters.
Using complications like stress on mobs and Large-Scale Threat works just fine, and each die in the Affiliation is important to give a mesure of the challenge.
With this system, the more there are Affiliation dice, the more it takes actions, effects and extensive team work to best the ennemy. I don't want my players to enter the fray against my Solo 6d12 Galactus and "complicate him out" in one big action from only one of them. I want them to enter the fight with anguish, knowing that it will take a lot of actions with their allies (with stressed out or killed characters) to defeat him.
I give an exception to this: if the complication can not "complicate out" an Affiliation die, the character may push the complication to d12, and the complication sticks on the mobs (or Large-Scale Threat) without affecting the Affiliation dice.
For the same kind of considerations, I removed the use of Area Attacks and Multiple (same type) Effect Dice on Large-Scale Threats. With that, Large-Scale Threats are no more the same as mobs, and it put a big "T" on "Threats".
Question to Cam : I don't see the point in giving "Buddy" or "Solo" Affiliations to mobs, as per definition, mobs are always "many" (and then Team).