figurefour wrote:EldritchFire wrote:chaosnet wrote:So when the action was going downhill, I should have hauled out as much Doom as I could narratively have gotten away with so as to not waste it?
GRRR! I hate waste!
Don't forget the other uses of doom dice:
- Create a new Scene Distinction (d8or larger)
- Activate Scene or Event effects
OM16 sidebar.
-EF
The other day on my current re-read of the Operations Manual I noticed a bit in the introduction to the Doom Pool (OM14) that says the Doom Pool is a resource for "... and, at the end of an Act, populating the Event with additional threats..."
Now, I don't recall seeing anything like that in Breakout (maybe Civil War will show us some examples?) but I think it's a nifty idea that should be explored more.
Being s how Breakout was a mini event and not a "full" event, that may be the case. I'm hoping for Civil War examples and some from DLC.
figurefour wrote:I don't think that the Doom Pool is intended to disappear at the end of an Act, so much as "be spent to determine how tense the next Act will be."
Maybe that Doom Pool isn't wasted at all . . .
OM14: "
By default, the Watcher starts each Act with 2d6 in the doom pool, although some Acts may begin with larger or more dice." So it is supposed to disappear. However, since it does disappear, I think the intention is to have you spend dice before it goes away, so as to not "waste" the doom dice.
I guess, in a sense, I'm agreeing with you.
-EF