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Rules Q&A Discussion

Removing Complications

Removing Complications

Postby Papusman » Tue May 15, 2012 4:23 pm

Hi! Like many newbs here, I'm still wrapping my head around this system. I've never played a "dice pool" game before. Anyway, I was wondering about complications. In the OM, they give an example where Collosus uses a d8 effect die to "wrap an iron bar" around some villains. I understand that this is now a persistent problem for the villains, giving the heroes an extra d8 to use in their pool. (hopefully this is all correct so far.)

I guess I missed, or am not comprehending, how someone could then remove this complication (break free of the iron bar, if you will). Would I roll against it, and use a d8 or higher effect die to remove it?

Thanks!
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Re: Removing Complications

Postby Spatula » Tue May 15, 2012 4:34 pm

That's all correct. The only thing missing is that the action that removes the complication has to make sense. Some regular humans won't be able to bend an iron girder, although maybe given some time they could wriggle free.
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Re: Removing Complications

Postby EldritchFire » Tue May 15, 2012 5:39 pm

You build your dice pool to reduce/remove the complication, and roll against—usually—the doom pool + the complication. If you succeed and your effect die is equal to or larger, the complication goes away. If your effect die is smaller, it gets stepped down by one.

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Re: Removing Complications

Postby Mailer33 » Tue May 15, 2012 6:58 pm

And if I understand the rules correctly--if Collosuss steps the iron bar complication up to D12, then the person is completely immobilized until it is removed.

But that brings up a new question: what does a villain roll against to remove this complication? Not the door pool, and I don't think vs. colossus either, but maybe?
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Re: Removing Complications

Postby Supplanter » Tue May 15, 2012 7:15 pm

Mailer33 wrote:And if I understand the rules correctly--if Collosuss steps the iron bar complication up to D12, then the person is completely immobilized until it is removed.

But that brings up a new question: what does a villain roll against to remove this complication? Not the door pool, and I don't think vs. colossus either, but maybe?


Unless there's a solid reason to roll against a player-hero, the villain just applies an appropriate effect die directly against the complication, removing it or stepping it back. On the bright side, this does take an action.

Separately, you actually have to step up a complication past D12 to take someone out out.


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Re: Removing Complications

Postby Papusman » Tue May 15, 2012 8:05 pm

Supplanter wrote:
Mailer33 wrote:And if I understand the rules correctly--if Collosuss steps the iron bar complication up to D12, then the person is completely immobilized until it is removed.

But that brings up a new question: what does a villain roll against to remove this complication? Not the door pool, and I don't think vs. colossus either, but maybe?


Unless there's a solid reason to roll against a player-hero, the villain just applies an appropriate effect die directly against the complication, removing it or stepping it back. On the bright side, this does take an action.

Separately, you actually have to step up a complication past D12 to take someone out out.

Jim


But in a normal attack, I create a dice pool, roll it vs an opposing dice pool, and if it hits (my dice are greater than theirs), I then apply an effect die. How can I "apply an appropriate effect die directly against the complication" if there's no dice pool to oppose? Sorry for my confusion, but what am i not understanding here? Or am I just taking a die from my doom pool to remove it?
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Re: Removing Complications

Postby Spatula » Tue May 15, 2012 8:15 pm

The general idea is that the players shouldn't be watching the GM roll against himself. In the steel bar example, if the trapped character(s) have super-strength, then I would apply their strength die against the complication. If they don't, then they'll have to figure something else out. The book example has Colossus wrapping up several Hellfire Club goons, who are basically SOL in that situation.
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Re: Removing Complications

Postby Supplanter » Tue May 15, 2012 8:19 pm

Papusman wrote:But in a normal attack, I create a dice pool, roll it vs an opposing dice pool, and if it hits (my dice are greater than theirs), I then apply an effect die. How can I "apply an appropriate effect die directly against the complication" if there's no dice pool to oppose? Sorry for my confusion, but what am i not understanding here? Or am I just taking a die from my doom pool to remove it?


Not from the Doom Pool: you apply a germane trait die from the Watcher-character's datafile.

e.g. Spider-Man is a player-hero and the Hulk is a Watcher character, and Spider-Man webs up the Hulk's face. Complication Your Face Is Totally Webbed-Up! D10. On the Hulk's turn, the Watcher just applies the Hulk's Godlike Strength D12 die to tearing the webbing off his face and it's gone.

Why this is not the worst deal for Spider-Man: 1. It buys time! That webbing removal was the Hulk's action for the turn. 2. It's easier than hitting him. Make your action "I'm gonna web up Hulk's face" and you don't have to roll against the Hulk's Godlike Durability D12, and you certainly don't have to worry about him using his Invulnerability to make your effect go away before it even happens.


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Re: Removing Complications

Postby Papusman » Tue May 15, 2012 8:30 pm

Ah, thanks Jim! That totally cleared up my confusion. I loved the example given.

I've grown tired of the rigid constraints of 4e D&D, and this system has really impressed me with its ability to facilitate imaginative play. Can't wait to run my first game.
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Re: Removing Complications

Postby konate » Wed May 16, 2012 3:56 am

I am trying to come up with an example of an all-or-nothing complication that doesn't work well with "steps" of dice. There must be one.

I thought giving Wolverine "knocked off train" would be an example of taking him out of the fight, but I guess there could be degrees of falling. I also thought the "wrapped in steel" by Collossus was a good one too; how is the Hellfire guard supposed to take any actions with a d10 complication girder wrapped around him? But, I guess although limited, alas, he is allowed to act.

Are there any complications anyone might be able to come up with that would be pass/fail, rather than in degrees?
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