igorbone wrote: eskimo38 wrote:
Sobran wrote:Picking a lock or evading security can be non-issues or near-impossible based solely on the current level of the Doom Pool. There isn't even a basic "difficulty level". This is something that needs to be fixed going forward and something I will certainly houserule.
I respectfully disagree with this point. The joy of the game is the narrative base. In actual comics those things do not have a basic difficulty level - sometimes they are easy, and sometimes impossible, depending upon how the action fits and furthers the story. The Doom Pool as a mechanic is meant to represent the seriousness/severity of tone to the story being told at that moment. I have found that managing the Doom Pool is as much about that for me as Watcher than about how I use the dice. For the lesser moments, I find the Doom Pool is very fluid with lots of d6 and d8, and when things start getting iffy for the heroes we look down and find the doom pool with something like d12 3d10 2d6...and everyone knows things are bad. Of course my players treat PP about the same way...
I would like to add that there is also the automatic success rule. It's not that a lock is harder to pick if the Doom Pool is higher. You could just say that your Covert applies to it and you don't even have to roll. It's just that the place you are trying to pick the lock is a dangerous place to bw, and when you are spotted all hell will break loose.
The Doom Pool is also part of the narrative and you should try to make it happen. If the players are in a supposed easy scene, but with a Doom Pool of only d10+, just ignore the Pool, give them automatic success, stop buying opportunities since there is nothing raising the risks... and make the hard times come when it's the proper time.
This is what I currently do. It works and I don't have a HUGE problem with it. That being said, I don't think the fact that I am able to work around it necessarily means it isn't a flaw in the system. If Luke Cage is trying to leap an alley in the middle of a Kree invasion, with fire and lasers raining everywhere, I have no problem with the difficulty spiking--he's stressed. There are other situations where I don't find this appropriate and find myself reduced to either handwaving it or assigning an arbitrary die pool.
On the other hand, assigning an arbitrary die pool is essentially what any other RPG would do in this situation. The only difference is that they have a table of arbitrary numbers. *shrug* Either way, we'll just have to disagree on this point.
ON TOPIC: Having read OP's reply here and in the other thread, I do see a recurring theme of "gamist mentality". In that case... fair enough. I can see two ways to approach this.
A) Try to modify the group's behavior. I think this is the way a lot of GMs would go; particularly inexperienced ones. It certainly has its merits though. If you could try to explain the merits of a narrative system, ect ect, they may come around. This may not be the best solution though.
B) If your group really DOES want to just take the rocks as they hits 'em, play up the teamwork. In fact, while someone could say, "Hey Scott, it's just to your left!" and then hand them a resource die or whatever, they could also just run over, pick it up, and hand it to him. In the latter case, the roll isn't even necessary as they HAVE all their senses available. They just give up an action and slap Cyke's visor on. No handouts and the players are happy. (I hope.)