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<blockquote data-quote="Grendel_Khan" data-source="post: 9308710" data-attributes="member: 7028554"><p>I've definitely seen what I think is overuse of clocks in play. This isn't the same as what you're talking about re: Cowboy Bebop (though I agree, I thought the same when I read it), but I remember a Blades scene where my character was facing off against a single guard, after sneak-killing another. The GM used a clock for the guard, but he was also higher Tier. The combo meant we were basically in a trad fight, where I didn't have any options except to keep chipping away at his HP, essentially.</p><p></p><p>Granted, I think HP-like clocks can be really useful in some cases, especially in something like Wicked Ones or Band of Blades, to represent an enemy that's more like a "boss" or whatever. And when I ran Scum and Villainy set in Star Wars, I really loved how a clock could represent a Jedi's ability to defend themself, which you could take down in different ways, before they're actually exposed to damage or some other consequence. But I made sure to not throw clocks on every tough enemy or situation. Otherwise, everything becomes a slog, and you can start piling up consequences in bizarre ways.</p></blockquote><p></p>
[QUOTE="Grendel_Khan, post: 9308710, member: 7028554"] I've definitely seen what I think is overuse of clocks in play. This isn't the same as what you're talking about re: Cowboy Bebop (though I agree, I thought the same when I read it), but I remember a Blades scene where my character was facing off against a single guard, after sneak-killing another. The GM used a clock for the guard, but he was also higher Tier. The combo meant we were basically in a trad fight, where I didn't have any options except to keep chipping away at his HP, essentially. Granted, I think HP-like clocks can be really useful in some cases, especially in something like Wicked Ones or Band of Blades, to represent an enemy that's more like a "boss" or whatever. And when I ran Scum and Villainy set in Star Wars, I really loved how a clock could represent a Jedi's ability to defend themself, which you could take down in different ways, before they're actually exposed to damage or some other consequence. But I made sure to not throw clocks on every tough enemy or situation. Otherwise, everything becomes a slog, and you can start piling up consequences in bizarre ways. [/QUOTE]
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