pksullivan wrote:Why do you veto that particular behavior, siebharinn? I know some people would rather succeed with small success than whiff completely. Or maybe they're trying to put down a villain and really want to connect so they can bump that D12 up by one. It doesn't matter how hard they hit as long as they hit in that scenario.
Well, there are several ways to look at that. Just because players would
like to succeed, sometimes fate (as represented by the dice) has other plans. It's ok to fail. It's ok to not bump that d12 up by one. The possibility of failure is what gives dramatic tension.
But the more compelling answer for me, is that it bypasses the essential mechanic of using dice for value *and* effect. MHRP is elegant in how you make decisions of not only which dice you're going to put into the pool, but how you use them when they are rolled. A default effect die messes with that balancing act of trying to decide not only how well to do something, but with how much effect. I've frequently seen players just burn all of their plot points to pull in all of their dice into the total, and then take a stepped up d4 for effect. To me, that seems against the spirit of what the default is for. My feeling is that you have to use what you brought to the action, and if you don't have enough oomph to get the job done, then you don't get it done.
I'd like to try a session that dumps the default d4 altogether. If you don't have an effect die to use, then no effect happens, even if you succeeded in the roll. That's clearly not what the rules state, so it would need to be a throw-away session, but I think it would be worth trying.