salsa wrote:Okay, I might have been doing it wrong then. I didn't know they could react to actions that don't target them. The book says regular actions that would be covered by rolls against the doom pool are an automatic success for Watcher characters.
Yeah, as much as I hate to say it, you've been doing it wrong. That's the reason they are called "Reactions" and not "Defenses".
You can React to any Action that it makes sense for you to react to.
salsa wrote:Personally, I do like it that way. Heroes already have a clear upper hand against watcher characters. They just spend a PP, watcher characters require more than just any die in the doom pool (expenditure is usually tied to the die type which makes it even harder to accomplish).
I'm not sure this is quite true. It's true for keeping an extra Effect Die, but that's only to balance out the fact that Stress has a much bigger impact on heroes than on villains. You see, lots of villains are only going to be in one scene so the Stress only matters in the short term. Casually slapping a d12 Stress on a hero hurts them for the next several scenes (unless the hero is Wolverine).
salsa wrote:I know that in the long run it might balance itself but only on 1:1 fights. If the heroes outnumber the villain(s), chances are the villain(s) will lose (even if I get to 2d12, the damage is done and they are probably winning already). Which was never a problem for me in any other super hero games. I might be doing something wrong, but I don't think so.
Lots of the default villains are written up as minor characters, which makes them weaker than the heroes. If you're sending 90% of the villains in the books at a larger group of heroes, they are going to get their ass handed to them.
The only thing you're doing wrong is putting your heroes in easy fights.
Now, I think things are set up that way because you're SUPPOSED to be presenting the heroes with apparently insurmountable odds, but that they should mechanically have a chance of winning.
When have you ever read a comic about a group of heroes who outnumbered their opponent?
Now . . . Was that opponent someone like Galactus?
Don't expect Doc Ock and Bullseye to be able to take on the Avengers . . .
salsa wrote:Grandstands is my way to even the odds. By letting the heroes react is just another roadblock on the tension climb. Again, this is IMHO.
Ummmm . . . No. Not at all. Grandstanding is a way to build tension for LATER. Grandstanding is actually a TERRIBLE action for a villain to take. They gain very little and they risk a lot.
If you are Grandstanding because you want your villain to have an extra die to roll, you should create an Asset instead.
If you are Grandstanding so they have that extra Doom Die to use for Invulnerable, use a negative distinction instead (villains seem to be built with this in mind actually).
The advantage to grandstanding is that it lets you build the Doom Pool for a DIFFERENT villain. Possibly a villain in another scene entirely.
Grandstanding isn't a secret trick that lets Armadillo stand up to Thor, it's a way to build tension in a scene.
salsa wrote:I'm sorry but you lost me completely there. I've seen posts saying that I can for instance use area attack to create an explosion and have some of the targets take physical stress, some of them take knockback which is a complication and/or create assets (so, even if grandstand is considered an "asset" it would still apply). I don't see why I wouldn't reap the benefit of including the additional effect die to create grandstanding.
Those posts are wrong. Cam has clarified that an Area Attack has to be an attack targeting multiple people. So Stress and Complications are fair game, but you can't create 6 Assets (or add 6 dice to the Doom Pool) with an Area Attack.