Battlechimp wrote:Second, just to be clear... are you handing out a PP after spending a doom die to keep an extra die for result or effect? The 1 PP for putting a doom die back only works on extra dice bought before the roll. You're still burning out your doom pool; the only difference is you're handing out 1 PP to roll and keep each extra die before removing it.
Oh wow. Going by a strict reading of OM16 you are absolutely correct. The only time you can pay a PP to keep a DD, according to the text, is when it's added pre-roll. So my direst scenario from my previous post can't happen.
Now I have to reconsider the more limited case, combined with an effort to overcome my burning hatred of large Doom Pools.

Battlechimp wrote:Third, yes it may be a while before that player goes again but that may not be a bad thing for them... defense is where it's at. Even if you totally take them out, they're going to start the next scene sitting on a fad wad of PP to counter act the fact you fiated them to faceplant, and that lets them do the trick back to you.
Hm. I can't decide if I should consider this issue separately from my problems with how healing actions work in MHRP. Probably, because it's already connected with my maxiDPphobia, which I already decided to put aside here. And if we assume the hero is stressed out, she's now got D6 trauma but no stress.
So I'm left with, the hero has extra PPs, but the DP is at least as big as it was before she earned them, because that's how she got the PPs.
I think I'd have to play out a session or two where the Watcher always buys the pre-roll DDs back into the pool to see how it works. In our early sessions with the GA game, the Watchers didn't go that far. Intuitively it's a pre-roll doom-die budget that compounds to infinity. And in practice, it felt wrong to pretty much all of us. But it might not be truly abusive. It might just be tedious.

Battlechimp wrote:Fourth, PP are typically worth a d8 and often a d10 and since villains can't use doom dice to buy extra traits from a category the PP are a tad more powerful. I've found it's hard to outspend them over the long haul.
Which is good!

What's the long haul, though? I think very few combats involving 4-5 PCs should last more than 3 full turns. After that they start to drag. A boss fight can go 4 rounds and
maybe 5, but I think that's a pretty hard upper limit. (Not counting running battles that involve location and opponent changes like, say, parts of The Raft in breakout, or a fighting tour of 1984 Manhattan our All-Star Marvels campaign took last week. The variety buys you a little more time.)
Jim