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Mobs, multiple effects, complications, etc O.o

Mobs, multiple effects, complications, etc O.o

Postby salsa » Sun May 06, 2012 9:05 pm

So here's the thing I came across a few problems.

Affecting different targets who have different levels of Stress, do i have to roll the additional die separately to figure out the result each target will have to roll against?

Complications should be dealt with before the target of those complications can act normally again, or can the target act normally and just grant the complication die to any heroes reacting?

Can just a part of a mob have a complication on it? Do you must use all effect dice (through area attack) for every die in their affiliation in order to complicate them?

If a character creates a complication that affects an area, like spider-man trying to create a web wall so his foes can't pass, do you roll against the doom pool and then any foe who tries to go through the wall will have to roll against spidey using the same dice he used to create the wall in the first place?
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Re: Mobs, multiple effects, complications, etc O.o

Postby chaosnet » Sun May 06, 2012 9:12 pm

Would Spiderman's Webwall be a Complication, or would it be an Asset "Gooey Barricade D10 (or whatever)" that his foes would need to target and beat down?

As far as multiple stresses, take the highest one (Cam said this in a thread here recently).
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Re: Mobs, multiple effects, complications, etc O.o

Postby EldritchFire » Mon May 07, 2012 5:55 am

salsa wrote:So here's the thing I came across a few problems.

Affecting different targets who have different levels of Stress, do i have to roll the additional die separately to figure out the result each target will have to roll against?


You get one stress die in your pool for free. Any others cost a PP. So if you are doing an area attack, for example, and one target has d8 stress and two others have d6, you use the d8. Roll your pool like normal.

salsa wrote:Complications should be dealt with before the target of those complications can act normally again, or can the target act normally and just grant the complication die to any heroes reacting?


Completely depends on the complication. Remember that narrative trumps mechanics. If you're suffering from the webbed to the floor d8 complication, I can't rightly do any action that would include my flight power, right? However, there is nothing stopping me from using energy blast—of course my opposition can use the webbed complication against me, since I'm still hindered by it!

salsa wrote:Can just a part of a mob have a complication on it? Do you must use all effect dice (through area attack) for every die in their affiliation in order to complicate them?


Each die in a mob is treated like it's own character, so they may all have different stress types and sizes, as well as differing complications. However, the beauty of mobs is that you just assume each die is targeted in a row. So one die gets stressed out, move on to the next one. Complicate out that die, and you have one more to go!

salsa wrote:If a character creates a complication that affects an area, like spider-man trying to create a web wall so his foes can't pass, do you roll against the doom pool and then any foe who tries to go through the wall will have to roll against spidey using the same dice he used to create the wall in the first place?


Personally, I would handle it one of two ways:
  • Roll vs the doom pool and make an asset for Spider-Man. He can now use it anytime it fits, narratively. If the enemies want to take care of it, they roll against Spidey to try to remove it—it is his asset
  • Have Spider-Man's player make a "grandstanding" roll against the doom pool. If successful with a d8 or greater, use that to create a scene distinction that can be used by anyone, not just Spidey.

Just my d4 :p

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Re: Mobs, multiple effects, complications, etc O.o

Postby salsa » Sat May 12, 2012 7:37 pm

EldritchFire wrote:if you are doing an area attack, for example, and one target has d8 stress and two others have d6, you use the d8. Roll your pool like normal.


I was looking specifically for this answer. The only one stress die, I already knew it.



EldritchFire wrote:Completely depends on the complication. Remember that narrative trumps mechanics. If you're suffering from the webbed to the floor d8 complication, I can't rightly do any action that would include my flight power, right? However, there is nothing stopping me from using energy blast—of course my opposition can use the webbed complication against me, since I'm still hindered by it!


Thanks, just like what I was doing :D

EldritchFire wrote:Each die in a mob is treated like it's own character, so they may all have different stress types and sizes, as well as differing complications. However, the beauty of mobs is that you just assume each die is targeted in a row. So one die gets stressed out, move on to the next one. Complicate out that die, and you have one more to go!


Okay but if I don't stress them out, that's the problem. I keep tracks of stress and complications for each die or do they reset? I was assuming they reset no matter what. For what I take from the RAW is that you either overcome the die type or they are still there alive and kicking.

EldritchFire wrote:
salsa wrote:If a character creates a complication that affects an area, like spider-man trying to create a web wall so his foes can't pass, do you roll against the doom pool and then any foe who tries to go through the wall will have to roll against spidey using the same dice he used to create the wall in the first place?


Personally, I would handle it one of two ways:
  • Roll vs the doom pool and make an asset for Spider-Man. He can now use it anytime it fits, narratively. If the enemies want to take care of it, they roll against Spidey to try to remove it—it is his asset
  • Have Spider-Man's player make a "grandstanding" roll against the doom pool. If successful with a d8 or greater, use that to create a scene distinction that can be used by anyone, not just Spidey.


If it's an asset or a distinction all foes can freely pass by the web wall and it beats the purpose of the action. (and I get the player enraged, and he's right to be)
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Re: Mobs, multiple effects, complications, etc O.o

Postby MidnightBlue » Sat May 12, 2012 7:54 pm

salsa wrote:
EldritchFire wrote:
salsa wrote:If a character creates a complication that affects an area, like spider-man trying to create a web wall so his foes can't pass, do you roll against the doom pool and then any foe who tries to go through the wall will have to roll against spidey using the same dice he used to create the wall in the first place?


Personally, I would handle it one of two ways:
  • Roll vs the doom pool and make an asset for Spider-Man. He can now use it anytime it fits, narratively. If the enemies want to take care of it, they roll against Spidey to try to remove it—it is his asset
  • Have Spider-Man's player make a "grandstanding" roll against the doom pool. If successful with a d8 or greater, use that to create a scene distinction that can be used by anyone, not just Spidey.


If it's an asset or a distinction all foes can freely pass by the web wall and it beats the purpose of the action. (and I get the player enraged, and he's right to be)



Mechanically...true.

But remember the narrative. If it is agreed that there is a web-wall blocking the door/corridor, then it has to be dealt with unless a character has a means of ignoring it like intangibility or teleportation.

Narrative beats mechanics.
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Re: Mobs, multiple effects, complications, etc O.o

Postby ClausLars » Sat May 12, 2012 9:17 pm

Okay but if I don't stress them out, that's the problem. I keep tracks of stress and complications for each die or do they reset? I was assuming they reset no matter what. For what I take from the RAW is that you either overcome the die type or they are still there alive and kicking.


I've been struggling with this as well. Without area, you probably couldn't effect an entire mob, how do you track which die has the complication? Why does the complication one character launched have to be targeted against the stressed die.

In one game the GM just removes a die whenever any stress or complication exceeds the threshold, but other stress and complications remain. This tends to lead to people (me) throwing a Complication on them, then just hitting them with stress to knock out die after die.
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