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<blockquote data-quote="pemerton" data-source="post: 8064902" data-attributes="member: 42582"><p>A couple of footnotes to [USER=6779310]@aramis erak[/USER]'s posts:</p><p></p><p style="margin-left: 20px">*In MHRP assets can range from d6 up to d12;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*There is another category of dice that can go into the pool, namely, Resources, which can be d6 or d8 (occasionally larger with SFX) which can be thought of as a special and cumulative category of persistent asset generated by spending a plot point at the appropriate time;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*It is possible to have two of the opponent's traits in the pool without having to pay for an extra die: one complication and one stress die - in mechanical terms this is one of the differences between stress (= "damage") and complications (= "debuff");</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*When players roll 1s, these don't generate complications directly but rather let the GM pay the player plot points to grow the Doom Pool.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*One thing the GM can spend Doom Pool dice on is to have an opposing effect die take effect even if it is in a losing pool;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*Characters have "limits" (anti-SFX) which in some cases allows the GM to spend a die from the Doom Pool to directly inflict a debuff - the most common of these is the "gear" limit, which allows spending a Doom Pool die to shut down the relevant power (eg Captain America's shield, Gandalf's sword Glamdring, perhaps He-Man's Sword of Power) until the player succeeds in an appropriate action to recover the shut-down power.</p><p></p><p>In our play, the main thing the players spend their Plot Points on is not adding extra dice to their pool (although that happens occasionally, as aramis erak and I have explained MHRP pools already tend to have quite a few dice in them) but on adding extra dice to their total once the pool has been rolled.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8064902, member: 42582"] A couple of footnotes to [USER=6779310]@aramis erak[/USER]'s posts: [indent]*In MHRP assets can range from d6 up to d12; *There is another category of dice that can go into the pool, namely, Resources, which can be d6 or d8 (occasionally larger with SFX) which can be thought of as a special and cumulative category of persistent asset generated by spending a plot point at the appropriate time; *It is possible to have two of the opponent's traits in the pool without having to pay for an extra die: one complication and one stress die - in mechanical terms this is one of the differences between stress (= "damage") and complications (= "debuff"); *When players roll 1s, these don't generate complications directly but rather let the GM pay the player plot points to grow the Doom Pool. *One thing the GM can spend Doom Pool dice on is to have an opposing effect die take effect even if it is in a losing pool; *Characters have "limits" (anti-SFX) which in some cases allows the GM to spend a die from the Doom Pool to directly inflict a debuff - the most common of these is the "gear" limit, which allows spending a Doom Pool die to shut down the relevant power (eg Captain America's shield, Gandalf's sword Glamdring, perhaps He-Man's Sword of Power) until the player succeeds in an appropriate action to recover the shut-down power.[/indent] In our play, the main thing the players spend their Plot Points on is not adding extra dice to their pool (although that happens occasionally, as aramis erak and I have explained MHRP pools already tend to have quite a few dice in them) but on adding extra dice to their total once the pool has been rolled. [/QUOTE]
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