• In total there are 0 users online :: 0 registered, 0 hidden and 0 guests (based on users active over the past 5 minutes)
  • Most users ever online was 56 on Mon Aug 27, 2012 12:14 pm
  • Users browsing this forum: No registered users and 0 guests

Welcome Anonymous !

MWP Forums
 

Margaret Weis Productions, Ltd.

Rules Q&A Discussion

Doom Pool: D12 ever ?

Re: Doom Pool: D12 ever ?

Postby Cam » Tue May 01, 2012 11:20 am

Regarding extra dice from categories, generally the Watcher has the ability to just spend doom dice right from the pool. 90% of the time you should do that rather than spend doom dice to add them in. Look at the cost of keeping extra effect dice or including more dice rolled into your total. Each of those requires you to spend a doom die of equal or larger size than the die you want. Granted, this is because these are after the dice are rolled, and not before.

Cheers,
Cam
Design | Development | Special Projects
Margaret Weis Productions, Ltd
Make Mine Marvel!
User avatar
Cam
Creative Director
 
Posts: 1321
Joined: Tue Mar 27, 2012 9:05 am
Location: Saint Paul, MN

Re: Doom Pool: D12 ever ?

Postby EldritchFire » Tue May 01, 2012 11:26 am

Udo Femi wrote:
- is it possible for a Watcher NPC to use extra Traits from a Trait group (like the PCs who pay 1 PP to add another power from a Power Set, for example) ? Can I use any dice (mostly D6) to do the same ?

thx !


As Watcher, you can add a doom die directly to your pools, and give that player a PP to keep the die in the doom pool. So I really don't see a need to spend a DD to add another trait when you can just add the die directly.

Specifically, OM16-17 spells out what you can spend doom dice on, and adding a second trait isn't on the list.

-EF
Blog!

Twitter!

I apologize for any odd spelling or punctuation, or lack of space between words. This was most likely posted from my iPad.

Red is my moderator voice.
User avatar
EldritchFire
d10
 
Posts: 1033
Joined: Tue Mar 27, 2012 5:32 am
Location: Austin, TX

Re: Doom Pool: D12 ever ?

Postby Udo Femi » Tue May 01, 2012 12:20 pm

yep, makes sense.
No bookkeeping, no "I pay a d6 from DP to add a second d10 from that Power List"
just pick and roll.
thx !
Udo Femi
d4
 
Posts: 11
Joined: Tue May 01, 2012 7:33 am
Location: Lyon, France

Re: Doom Pool: D12 ever ?

Postby GabrielK » Tue May 01, 2012 2:26 pm

Just as a random mention, I have not yet been able to achieve a d12 in the doom pool. But then I only have 1 real (as in, a non "let's learn the system") session. And honestly I wasn't actually trying to hit that d12. Still, everybody did get a bit nervous when the DP hit 3d8+4D10. :twisted:
User avatar
GabrielK
d4
 
Posts: 12
Joined: Tue May 01, 2012 5:17 am

Re: Doom Pool: D12 ever ?

Postby Supplanter » Tue May 01, 2012 3:17 pm

GabrielK wrote:Just as a random mention, I have not yet been able to achieve a d12 in the doom pool. But then I only have 1 real (as in, a non "let's learn the system") session. And honestly I wasn't actually trying to hit that d12. Still, everybody did get a bit nervous when the DP hit 3d8+4D10. :twisted:


Did they take many voluntary actions vs. the Doom Pool once it hi that size? :)


Jim
User avatar
Supplanter
d10
 
Posts: 834
Joined: Tue Mar 27, 2012 11:20 am

Re: Doom Pool: D12 ever ?

Postby salsa » Tue May 01, 2012 9:17 pm

One thing REALLY important to note, and I say this because I oversaw it before (the first time I played it). However, tonight it was different, very different.

You can keep the doom die you've just added to a pool if you grant that player a PP. That way you can make things hard and reward at the same time. The players get a fair amount of PPs and I managed to the doom pool up to as much as 2d8 and 1d10 in a few rounds.

Of course, this is something you should do sparingly, save it for when you have a player on a 1v1. You're feeding him enough PP to keep the fight interesting and fast paced. At the same time your rolls are hitting so hard that the tension grows exponentially. By the end of it, two things might happen, you have accumulated enough doom dice for a big battle at the end of the act or you can spend those 2d12 to skip to the next scene. Either way everyone wins.


Sidenote: an increase in the number of dice also increases the number of opportunities that may come up, this helps the players generating resources and beefier stunts.
User avatar
salsa
d8
 
Posts: 186
Joined: Mon Mar 26, 2012 11:37 pm
Location: RJ, Brazil

Re: Doom Pool: D12 ever ?

Postby Supplanter » Wed May 02, 2012 5:24 am

salsa wrote:One thing REALLY important to note, and I say this because I oversaw it before (the first time I played it). However, tonight it was different, very different.

You can keep the doom die you've just added to a pool if you grant that player a PP.


The consensus opinion of my regular group is that this is the worst rule in the book - possibly the one genuinely bad one - and we've dropped it. Because its real practical effect is, the player-heroes only win whenever the Watcher decides to let them win. (That is, the Watcher finally decides to stop buying herself permanent Doom Dice.)


Jim
User avatar
Supplanter
d10
 
Posts: 834
Joined: Tue Mar 27, 2012 11:20 am

Re: Doom Pool: D12 ever ?

Postby Supplanter » Wed May 02, 2012 5:27 am

Supplanter wrote:
salsa wrote:One thing REALLY important to note, and I say this because I oversaw it before (the first time I played it). However, tonight it was different, very different.

You can keep the doom die you've just added to a pool if you grant that player a PP.


The consensus opinion of my regular group is that this is the worst rule in the book - possibly the one genuinely bad one - and we've dropped it. Because its real practical effect is, the player-heroes only win whenever the Watcher decides to let them win. (That is, the Watcher finally decides to stop buying herself permanent Doom Dice.)

[ETA: This actually harkens back to the pre-DP early playtest edition of the game. "I feel like I only win when the Watcher decides to stop paying out her infinite supply of Plot Points" was a key problem the Doom Pool helped to fix. Keep any DD you want by giving the player a PP goes a long way toward undoing that fix.]


Jim
User avatar
Supplanter
d10
 
Posts: 834
Joined: Tue Mar 27, 2012 11:20 am

Re: Doom Pool: D12 ever ?

Postby Udo Femi » Wed May 02, 2012 5:38 am

This is exactly the trouble we experienced with Smallville RPG.
Features (= major NPCs) have unlimited acess to PP to fuel their rolls, provided that they give these PP to the contesting player.

It has 2 effects:

-1- You (the player) wins if and when the GM has decided this was the end of the conflict

-2- the player involved in the conflict has now a pile of PP in front of him. Maybe it is not a balance issue in MHRPG but in Smallville where there are often PC vs PC conflicts, it is.
Udo Femi
d4
 
Posts: 11
Joined: Tue May 01, 2012 7:33 am
Location: Lyon, France

Re: Doom Pool: D12 ever ?

Postby Nestor » Wed May 02, 2012 5:39 am

Cam wrote:For myself, the 2d12 scene-ending rule is there for when a fight's dragging on, and I want to end it and move to something more interesting for the table, or drop a dramatic comic-book style scene cutaway (and probably have the bad guy escape). I have better things to do than hose players. :) If you can manage without it, that's terrific.


I guess that's the part of this rule that confuses me. As a GM that concentrates on the storytelling side of things, if a scene is dragging too long, I don't feel I should be constrained by what dice I have in deciding whether to cut it short or not. I just do it, selecting an outcome based on the current circumstances, with some player feedback.

Having to suddenly start working to build a 2d12 DP just so I can finally wrap things up would seem to me to just drag the whole sorry mess out some more. :?
Nestor
d4
 
Posts: 5
Joined: Tue Apr 03, 2012 1:23 pm

PreviousNext

Return to Rules Q&A Discussion

User Menu

Login