
I don't have a player base willing to play it now that the playtest is over. They don't like 2d20 in general, but don't hate it, either. Just a sort of disdain for it, and all willingness to use it evaporated when they found out the lack-of-advancement in the advancement system. Which said system was not part of the playtest, so there was no legit way to tweak the characters in play except by rebuild.
Add the snowball issue, and I wasn't swamping difficulties, mind you, but most of the time they'd throw 4-5d20 at any difficulty higher than 1, unless the momentum pool was full.
Not a one felt like using the determination points for narrative declarations; math-wise, it's usually better (except when about to die) to use it for the the 1d20 prerolled at 1, generating 2S.
Mind you, given the player base I had, 3 of the 4 were die-hard D&D min-maxer types. Put that kind of system in front of them and they will find the math flaws. I had a half dozen sessions where the snowball was notable. in only half of those were they able to break-out.
As I pointed out in some other thread (on another board, I think), giving a personal momentum to a PC when you activate a complication is a better option... likewise, charge them 1 for activating a GM complication. It works better psych wise, math-wise, and induces reversion to the mean.
Add the snowball issue, and I wasn't swamping difficulties, mind you, but most of the time they'd throw 4-5d20 at any difficulty higher than 1, unless the momentum pool was full.
Not a one felt like using the determination points for narrative declarations; math-wise, it's usually better (except when about to die) to use it for the the 1d20 prerolled at 1, generating 2S.
Mind you, given the player base I had, 3 of the 4 were die-hard D&D min-maxer types. Put that kind of system in front of them and they will find the math flaws. I had a half dozen sessions where the snowball was notable. in only half of those were they able to break-out.
I'm not trying to delve back into the "snowball" thing yet again, but throwing 4-5 dice at a difficulty 2 is a huge waste of resources unless that difficulty 2 task was some kind of "must succeed" test that prevented them from otherwise advancing in the adventure. One extra die and/or an assist from another PC or two is more than enough to succeed and move on past that task. It sounds like your players were more concerned about having a full momentum pool instead of just analyzing whether it was worth the expenditure of resources just to try to net a few more banked momentum.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.