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Fixing the Fighter
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<blockquote data-quote="Ratskinner" data-source="post: 6071278" data-attributes="member: 6688937"><p>Not to step on Neon's toes here. Yes, that's one way to earn Plot Points, there are two others; compensation for rolling 1's, and through Limits on powers being activated. There are also opportunities to utilize them without spending an (additional) action: jumping on an opportunity(1) rolled by the GM, or many powers' SFX, frex.</p><p></p><p></p><p></p><p>When you spend an action to create one, you use the size of the effect die. If you jump on a GM's opportunity, they are usually a d6 IIRC, but you can spend additional PP on either to step it up or make it last longer. </p><p></p><p></p><p></p><p>Honestly, I've never heard of anyone worrying about it. PP fly around left and right in MHRP, far more than I'm used to seeing FATE Points move around. The only purpose, AFAICT, for building up a huge pile of PP would be to "nova" something, but in the process of saving up those points, you'll be passing up opportunities and likely getting stomped on. While there's no fast limit on how many you can spend on a given roll, when you get to the point of using the default/basic PP usage of a "Push: add a d6 to the die pool" you are really using them sub-optimally (although that happens often enough). </p><p></p><p>I'm not sure how it works in Leverage or Smallville. I should also put out the disclaimer that I'm far from an expert on the MHRP rules, having only dipped my toes in it, so far.</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 6071278, member: 6688937"] Not to step on Neon's toes here. Yes, that's one way to earn Plot Points, there are two others; compensation for rolling 1's, and through Limits on powers being activated. There are also opportunities to utilize them without spending an (additional) action: jumping on an opportunity(1) rolled by the GM, or many powers' SFX, frex. When you spend an action to create one, you use the size of the effect die. If you jump on a GM's opportunity, they are usually a d6 IIRC, but you can spend additional PP on either to step it up or make it last longer. Honestly, I've never heard of anyone worrying about it. PP fly around left and right in MHRP, far more than I'm used to seeing FATE Points move around. The only purpose, AFAICT, for building up a huge pile of PP would be to "nova" something, but in the process of saving up those points, you'll be passing up opportunities and likely getting stomped on. While there's no fast limit on how many you can spend on a given roll, when you get to the point of using the default/basic PP usage of a "Push: add a d6 to the die pool" you are really using them sub-optimally (although that happens often enough). I'm not sure how it works in Leverage or Smallville. I should also put out the disclaimer that I'm far from an expert on the MHRP rules, having only dipped my toes in it, so far. [/QUOTE]
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