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<blockquote data-quote="oneshot" data-source="post: 7715006" data-attributes="member: 61634"><p>I'm not sure if you misread the playtest documents or are working from your own houseruled version, but this is untrue. Threat comes from three sources:</p><p></p><p>1. The GM starts with a pool of 2 threat per PC at the start.</p><p>2. The GM banks unspent momentum from NPC rolls as threat. </p><p>3. The players can pay threat for certain momentum spends if they don't have or don't want to spend their banked momentum, or for certain effects that require buying off with threat (such as buying off a complication).</p><p></p><p>Players rolling badly never directly results in more threat for the GM. If what you're trying to say that when the players don't roll well, they dont generate enough momentum to bank and so may be forced to spend threat in order to buy extra dice to exceed on more difficult tasks, that may be true, but skipping that middle step is misleading. For starters, the basic task difficulty is 1, so the number of tasks for which you need extra dice to succeed should be few and far between assuming the GM is following the rules guidance. Also, a smart investment in threat early on usually yields momentum that can them be spent later for further momentum. Finally, the GM is never compelled to spend threat. So just because the threat pool has built up doesn't mean the players are completely screwed unless the GM is trying to make the scenario as difficult as possible for the players. But that's a play style problem, not a rules system problem. That same type of GM is also the kind who summons reinforcements in other games and/or gives the baddies extra hit points or abilities. At least 2d20 makes the GM spend metacurrency to do these things instead of just doing them by fiat. </p><p></p><p>I mean, sure, sometimes the dice don't work out and the PCs have a tough day rolling, but that's true of every dice-based RPG ever. That in and of itself isn't a problem, unless the GM wants it to be a problem. But that type of GM will always make a problem, regardless of system, with or without metacurrency.</p></blockquote><p></p>
[QUOTE="oneshot, post: 7715006, member: 61634"] I'm not sure if you misread the playtest documents or are working from your own houseruled version, but this is untrue. Threat comes from three sources: 1. The GM starts with a pool of 2 threat per PC at the start. 2. The GM banks unspent momentum from NPC rolls as threat. 3. The players can pay threat for certain momentum spends if they don't have or don't want to spend their banked momentum, or for certain effects that require buying off with threat (such as buying off a complication). Players rolling badly never directly results in more threat for the GM. If what you're trying to say that when the players don't roll well, they dont generate enough momentum to bank and so may be forced to spend threat in order to buy extra dice to exceed on more difficult tasks, that may be true, but skipping that middle step is misleading. For starters, the basic task difficulty is 1, so the number of tasks for which you need extra dice to succeed should be few and far between assuming the GM is following the rules guidance. Also, a smart investment in threat early on usually yields momentum that can them be spent later for further momentum. Finally, the GM is never compelled to spend threat. So just because the threat pool has built up doesn't mean the players are completely screwed unless the GM is trying to make the scenario as difficult as possible for the players. But that's a play style problem, not a rules system problem. That same type of GM is also the kind who summons reinforcements in other games and/or gives the baddies extra hit points or abilities. At least 2d20 makes the GM spend metacurrency to do these things instead of just doing them by fiat. I mean, sure, sometimes the dice don't work out and the PCs have a tough day rolling, but that's true of every dice-based RPG ever. That in and of itself isn't a problem, unless the GM wants it to be a problem. But that type of GM will always make a problem, regardless of system, with or without metacurrency. [/QUOTE]
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