OOC Discussion: House Rules.   Posted by Interloper.Group: 0
Interloper
 GM, 6 posts
Fri 7 Jun 2013
at 03:17
House Rules
House Rules/Rules Clarifications
  • Per errata, one stress die and one complication die can both be added to a roll.
  • Per Cam, Area Attack does not apply to large-scale threats.
  • Without an SFX, one can only counter-attack (use an effect die from a reaction to inflict stress or a complication) when the attacker rolls an opportunity.
  • Against an Area Attack in which an opportunity is rolled, a counter-attack can be used to inflict stress or complications on an ally of the attacker who could have been struck in that action ("friendly-fire") as an option, instead of just inflicting it on the attacker.
  • Once per scene (and once per scene only), each character may include both a personal distinction die and a scene distinction die in a roll, as long as one is positive (d8) and one is negative (d4+1 PP).
  • Scene Complications can also be used.
  • Complications remove dice from Mobs or Large Scale Threats in exactly the same manner as stress.
  • XP is unchanged, but it is understood that we are all starting with our characters as we wish to play them, and we are unlikely to alter datafiles with XP except as a result of specific story developments, and most XP will be spent on Unlockable Content rather than "advancing" our characters.
  • Everyone is responsible for their own milestones, and may award themselves XP as appropriate. As with everything else in game, Milestones and XP may be discussed OOC.
  • When framing scenes, co-GMs are encouraged to add Unlockables to the Unlockables thread. These can include Unlockables that open up otherwise-closed areas of scenes being played (per Nico's suggestions), such as an Unlockable for a spellbook an NPC gives you that contains the incantation that opens up the previously impassable doors to a sunken temple, etc.
  • Traps and other non-character threats can be written up as Watcher datafiles.
  • Doom Pool remains as is for now, but see guidelines for Doom Pool use, below.

This message was last edited by the GM at 19:09, Wed 26 June 2013.

Interloper
 GM, 7 posts
Fri 7 Jun 2013
at 03:18
Co-GM Event Methodology
Co-GM Event Methodology

Prior discussion of the Co-GM concept was held in the MHRP forum thread:
Experimental PbP Game Ideas

  1. Whoever has an idea for the a scene volunteers to frame it in the OOC Scene Framing thread.  They post their basic idea (just a few sentences) in the OOC thread first, posting the rough number of scenes (which may be just one) they want to frame and when. A list of those who have volunteered to frame scenes is listed in order of the first post of the OOC Scene Framing thread. This way, if three people have plans to frame scenes, we know what order in which they will do so, and if there is not a plan for the next scene at any point we will no.
  2. All these factors and more will be up for an ongoing discussion in the OOC Scene Framing thread. If someone dislikes an idea, wants help with a scene (someone else to make a datafile or suggest a particular plot element, etc.), wants to go next instead of waiting or push their scene back, etc., this can all be discussed in that thread. If the person with the idea for the scene wants to "own it" and take full responsibility for framing it, that is fine. Otherwise, we can collaborate, suggesting distinctions, complications, characters, etc.
  3. What does framing the scene include?
    • Narrative description
    • Scene Distinctions
    • Scene Complications
    • Major NPCs
    • Minor NPCs, Mobs, etc.
    The above listed info should posted in a Scene Block (see Game Netiquette and Formatting, below).
  4. It's fine for a subset of players to collaborate on a scene, keeping it as a surprise for the remainder of the group, by some means of private communication (email, etc.). Note that private messages in this game are not private.

This message was last edited by the GM at 10:49, Wed 26 June 2013.

Interloper
 GM, 8 posts
Fri 7 Jun 2013
at 03:18
Co-GM Posting Methodology
Co-GM Posting Methodology
  1. ACTION ORDER (INITIATIVE)
    Action Scenes use a modified version of the Marvel initiative system. It works in roughly the same way, except that all players have more freedom to be as specific or as general as they wish when designating who goes next. Instead of having to choose a specific character, they can also choose a specific group of characters (such as "the heroes" or "the villains"), or simply leave it open.
    • End all actions with an "UP NEXT" line, which can take many forms, as in the following examples (these examples use the Wrecking Crew as an example for purposes of portraying a group of villains we may be fighting), which may even include a bit of explanation:
      1. "UP NEXT: Any available hero"
      2. "UP NEXT: Interloper"
      3. "UP NEXT: Any available hero except Magik (who shouldn't close the portal until Doom creates his techno-demon asset!)"
      4. "UP NEXT: Any available villain"
      5. "UP NEXT: Any available villain except the Wrecker""
      6. "UP NEXT: Any available hero or villain"
        etc.
    • Obviously, as in a table-top MHRP game, there can be OOC discussion of who should go next in the OOC thread (like, "Pick me to go next!" or "One of the villains should go" or "I don't want to go until after Thunderball acts", etc.) and players should take those into account.
    • For logistical purposes, it may be preferable to declare a less specific initiative most of the time, so that there is less waiting for a specific player to post. Declaring a villain next then writing their action yourself maybe a helpful alternative as well.
  2. REACTIONS
    • If there are NPC reactions still required after a previous action, anyone posting a new action must post at least one NPC reaction before posting their character's action.
    • No one posts another character's reaction to their own player character's action, whether that character is a player hero or not.
    • At the end of a post requiring reactions, after the "Up Next" line, there should be a line listing characters their actions requires reactions from, as follows:
         "REACTIONS NEEDED: Thunderball, Piledriver"
    • (Obviously, most actions will only need a reaction from one character, unless there is an Area Attack.)
  3. PLACEHOLDER POSTS
    • Given the fluid nature of the narrative, it will be customary to post a "Placeholder" post when one first begins to work on a post or logs in to go next, something like the following:
          "PLACEHOLDER: Working on a reaction for Bulldozer, followed by an action for Conan."
    • If the action order is left open to multiple characters ("UP NEXT: Any available hero"), the first person to put up a Placeholder post action is the one who will be taking that next action.
    • This will prevent multiple players working on reactions for the same character at once, or unintentionally posting an action when someone else was planning to go next.
  4. VILLAIN ACTIONS
    • For an actual action by a non-hero, anyone can volunteer to post those. If you have not yet narrated a villain action in a round, simply put up a Placeholder post (as above) announcing you will narrating an action for a particular villain, then do so.
    • As a general rule, you should not narrate villains who are taking direct actions your own player hero, except as part of an Area Attack.
    • In fact, you should not narrate reactions to actions you yourself have narrated, nor should you narrate actions that require a reaction from your own player hero (except, as mentioned, as part of an Area Attack).
    • In order to differentiate running the scene or playing in it, when you make a post as the Watcher, put Watcher in the Other Name box (possibly with your character name after). We'll then know that it's the NPCs or scene description, not a character's action.
  5. THE DOOM POOL
    • Anyone rolling against the Doom Pool should, for purposes of convenience, follow their character's roll with a roll of the Doom Pool, and then resolve their own action as succeeding or failing within the same post.
    • However, if anyone feels the story would be better served by using a sub-optimal roll for the Doom Pool (such as using the two lowest dice for a total against an action for which failure would not be interesting), they should not roll the Doom Pool for their own action. They should post in the OOC thread and explain their reasoning, asking someone else to roll the Doom Pool and post the result.

This message was last edited by the GM at 10:25, Wed 26 June 2013.

Interloper
 GM, 9 posts
Fri 7 Jun 2013
at 03:18
Game Netiquette
Game Netiquette and Formatting

  1. Absence. RL will get in the way. If you know you won't be available for a time, please post in the OOC thread and arrange to have someone else act as your proxy.  If we are waiting for more than 3 (2? 5?) days for your player character reaction, one of the other players is allowed to respond in your place.  If we don't hear from you and you haven't posted for 1 (2? 4?) weeks, you accept that we may either sideline your character until you return, or look for someone else to play your character if it is central to the event plot line.
  2. Writing Style. Please post consistently in the third person and present tense (Spider-Man swings into action...) as this will make reading the game much easier on everyone.
  3. Action. Marvel Heroic is a much more narrative-focused game than others. As such a certain extra level of creativity would be appreciated by your fellow players. To up everyone's enjoyment levels, please go a bit over-the-top in your actions, these are superheroes after all.
  4. Text Formats. An agreed-upon format is used to differentiate text, as follows:
    BLACK for regular narration
    ORANGE for out of character/rules stuff
    ITALICS for character's interior monologue/thoughts
    OPTIONAL: If you wish, A COLOR OF YOUR CHOICE can help delineate dialogue spoken by your player hero.
  5. Scene Block. The player who frames a scene will post a scene block, which gives the basic situation that starts the scene (distinctions, participants, doom pool, etc.) Whenever your post changes any stress, complications, assets, etc., note those changes in the scene block as well. An example is below::
    quote:
    Scene: "Wrecking Crew in the Sanctum Sanctorum"
    DOOM POOL: 2d10, d8, d6
    Scene Distinctions:
    Magical Defenses Turned Against Us
    Confusing Architecture

    Initiative:
    Doctor Strange d12 Images of Ikonn asset / 3 PP / 5 XP
    Interloper 4 PP / 7 XP
    Bride of Nine Spiders d6 Wrapped in Steel Chains complication / 3 PP / 5 XP
    Doctor Doom d8 Emotional Stress / d8 Doombot asset / 1 PP / 10 XP
    Magik d10 Demonic Drudge asset / 1 PP / 3 XP
    Nico Minoru d6 Physical Stress / 2 PP / 10 XP
    Conan d8 Physical Stress / d6 Poisoned Complication / d8 Combat Resource (Giant Axe) / 0 PP / 3 XP
    Wrecker d6 Mental Stress / d10 Crimson Bands of Cyttorak complication
    Thunderball d8 Mental Stress
    Piledriver d10 Covered in Spiders complication
    Bulldozer

This message was last edited by the GM at 10:51, Wed 26 June 2013.

Interloper
 GM, 10 posts
Fri 7 Jun 2013
at 03:18
Re: Game Rules
<for future use>

This message was lightly edited by the GM at 03:50, Fri 07 June 2013.

Interloper
 GM, 11 posts
Fri 7 Jun 2013
at 03:19
Re: Game Rules
<for future use>

This message was lightly edited by the GM at 03:50, Fri 07 June 2013.

Interloper
 GM, 12 posts
Fri 7 Jun 2013
at 03:19
Re: Game Rules
<for future use>

This message was lightly edited by the GM at 03:49, Fri 07 June 2013.

Interloper
 GM, 13 posts
Fri 7 Jun 2013
at 03:19
Re: Game Rules
Current versions of our Co-GMing Table Rules and house rules can be posted in the first few posts of this thread.  Discussion can take place below that, or in the OOC thread, whichever folks prefer.  I'll start it off with some basic assumptions based on the discussion in the MHRP forum thread, but I consider these still open for discussion.  I'm just posting it to get the ball rolling.

House Rules
  • You can include both one stress die and one complication die without spending a PP?

  • Scene Distinctions vs Personal Distinctions - do we use the original rules of one or the other, the optional rule of one personal and one scene with one at d8 and one at d4, or something else?

  • Allow Scene Distinctions at d6, d10 or d12, per 50 States Initiative?

  • Scene Complications?

  • Any changes to milestones or XP?

  • Per Cam on the forums, Area Attack does not apply to Large Scale Threats.


Anything else?  Commonly mentioned house rules include making Area Attack cost 1 PP, Counter Attack requires an Opportunity, various changes to recovery in transition scenes (not opposed by doom pool, etc.), PC grandstanding against the doom pool, etc.

This message was last edited by the GM at 10:25, Wed 26 June 2013.

Interloper
 GM, 14 posts
Fri 7 Jun 2013
at 03:19
Re: Game Rules
Previous Version of the Co-GM Posting Methodology is archived here:
  1. When you visit the site, you can make two official posts in any active scene threads:
    • One pending reaction, either from your PC or any NPC, to the last poster's action. You narrate the final results of that interaction.  If the prior poster's action succeeded, you should follow the spirit of any results they specified.
    • One action, either from your PC or any NPC, assuming they haven't gone yet this turn.  You are encouraged to give an IC or OOC summary of what you would like the final result to be, otherwise you are leaving it up to the participant who makes the reaction roll to decide.
    • Possible exception:  if your action is creating an asset, can you roll the doom pool yourself, and narrate it appropriately?  Or do we wait and let the next poster roll the doom pool?

  2. When you are planning to submit a post, best practice is to submit a short message like "I'm preparing to post Interloper's reaction, and will then make Cthulu's action".  Submit that first so anyone else visiting the forums will know to wait for you to complete it before they proceed.  Then you can work up your real post and edit the entry to include it.

  3. At the end of every action post, we should include a full list of participants with any status messages (stress, assets, complications, PP, etc.) plus indicate who has gone so far this turn.

  4. Once you've completed your actions, you should wait for at least one (two? three?) other player(s) to get a turn before you take actions for additional characters.

This message was last edited by the GM at 09:49, Wed 26 June 2013.

Doom
 GM, 22 posts
Mon 17 Jun 2013
at 13:52
Re: House Rules
Tossing in my $.02
Interloper:
[*] You can include both one stress die and one complication die without spending a PP?

I see Stress and Complications being two different categories you can draw from - gives a good reason for applying complications.

I've seen some places (mainly in FHR) where it seems that complications take anything out when they go above a d12... even large scale threats are taken out by a single above d12 complication.  But maybe that is just FHR... which is a bit more clearly written to me than MHR.

Interloper:
[*] Scene Distinctions vs Personal Distinctions - do we use the original rules of one or the other, the optional rule of one personal and one scene with one at d8 and one at d4, or something else?

My inclination is to allow the addition of other distinctions using their full die value (as per 50 states) at the cost of 1pp just like adding additional power/specialty dice.  I'd extend that to adding complications as well.

Interloper:
[*] Allow Scene Distinctions at d6, d10 or d12, per 50 States Initiative?

I like that rule.

Interloper:
[*] Scene Complications?

I think they work as long as you can only use one complication in a die pool unless you spend PP.

Interloper:
[*] Any changes to milestones or XP?

I'm not particularly fond of milestones.  I've got several reasons
  • Some are counterproductive to a good game - like rewarding being hostile to other players or disruptive to the game.
  • Some reward you for just showing up and playing (oooh, I get a reward when fighting as a team on the avengers and we are playing an avengers game).
  • Some reward you for simply continuing to play (if Thor doesn't abandon the mortal world and continues playing the game +10xp)
  • Some reward you for stopping playing a character entirely (Thor abandons the mortal world for asgard... but the game is on the mortal world so pick a new character).
  • Some are too easy to invoke (Black Widow flirting) causing an effect like rats pushing the food button until they get fat and die.
  • Some are just too damn hard to ever invoke or require that the campaign be focused around invoking it (see invisible woman's elaborate setup for helping a person then pushing them into the team)

The milestones just need too much customizing to the exact circumstances of campaigns for my liking and you still end up with it being too easy for some to rack up the XP (flirting) while others have to come up with convoluted reasoning to get any (hmmm, this ice cream reminds me of the time in asgard where we fought the ice giants).

For my planned FHR game I was going to limit all the rewards to once a scene, lower the rewards down to 1/2/3xp, and give the XP for all rewards to everyone.  This way everyone progresses relatively the same (something I prefer) and if someones milestones cause complications for the team everyone is compensated for the annoyance (not just the person causing the annoyance).

Interloper:
[*] Per Cam on the forums, Area Attack does not apply to Large Scale Threats.

Works for me.

Interloper:
Anything else?  Commonly mentioned house rules include making Area Attack cost 1 PP, Counter Attack requires an Opportunity, various changes to recovery in transition scenes (not opposed by doom pool, etc.), PC grandstanding against the doom pool, etc.

I personally like 1PP to activate Area Attack or maybe opportunities can be activated for friendly fire.   Some reason that area attack isn't always used.  In the games I played it was always the best option.

I like Counter Attacks requiring an opportunity from the FHR.

There are several FHR rules worth considering:
  • Counter Attack requires opportunity from above
  • The framing added for social and exploration scenes.
  • Scene traits
  • Traps and scenes written up as threats (just like NPC characters)
  • Using a d6 when you cannot justify a die in Distinction, Power Sets, and Speciality.  For "Power Set" I would have it be if you cannot justify adding a die from any of your power sets then you can use a single d6 but cannot use any SFX.  But this does lessen d6 power dice into only being a justification for special effects that normal people can't do (teleporting, creating funky assets, etc).  So maybe drop that part or bump any "mundane" power dice (like strength) to a d8.  I liked this rule because I've regularly encountered times when I couldn't justify using a distinction, power, or speciality and the game almost requires rolling at least 3 dice for an action (2 for total, 1 for effect).  Happened in non-intimidating actions done by Thor and because there aren't any/many social/intelligence powers for those actions for everyone (bugs me that no super-scientist has an applicable power die equivalent to the super strong having super strength to set them above mundane folks).


There are a couple threads on the doom pool
http://forum.rpg.net/showthrea...09-MHR-The-Doom-Pool
http://forum.rpg.net/showthrea...d-want-to-replace-it
http://forum.rpg.net/showthrea...nce-on-the-Doom-Pool

I don't like the doom pool as the unopposed action difficulty - even Cam admits in the first thread above that it doesn't work particularly well for recovery actions (he even said he sometimes recommends using the two lower dice.

The first thread above has a proposition by jkessler that I liked.
jkessler:
If you're looking for something more set, we already kind of have a set difficulty announced each Act with the starting Doom Pool total. 2d6, 3d8, whatever. Sure, it varies once Action starts, but the Act was set up with that as a starting value for a reason, right? Maybe you decide to use it more than just the initial Doom Pool value, but as the 'set difficulty' for recovery, and possibly even asset creation.

[snip]

Hmm, this is just off the cuff, but so far I think I like it. You still roll against a pool, but a set one for the Act, so you can still generate Opportunities, and might not get the Effect die you want out of it - so each one could be different.

Me:
I like it quite a bit. I'd call it 'Act Difficulty' or maybe 'Act Doom Difficulty' (ADD for short . I'd use it as the base difficulty for ALL unopposed checks - allow augmenting by spending from the doom pool like normal.

The ADDs might need some looking at for reasonableness but that pretty much would solve my issues and keep things mostly intact.


http://forum.rpg.net/showthrea...6739213#post16739213
Nico Minoru
 GM, 32 posts
 When blood is shed...
 P: -; M: - ; E: -; 1 PP
Mon 17 Jun 2013
at 14:57
Re: House Rules
quote:
I've seen some places (mainly in FHR) where it seems that complications take anything out when they go above a d12... even large scale threats are taken out by a single above d12 complication.  But maybe that is just FHR... which is a bit more clearly written to me than MHR.

It's not a house rule to use stress and complication. That was errata'd, but this is true. Cam's made it clear on the forums. I don't like that though, as then you end up with a 5d8 mob representing, say, 100 people, all taken out with a single d12 webbed up complication. To me, webbing up just a giant's arm or 1/5 of that mob makes a lot more sense.

quote:
My inclination is to allow the addition of other distinctions using their full die value (as per 50 states) at the cost of 1pp just like adding additional power/specialty dice.  I'd extend that to adding complications as well.

You can do that with all groups of dice I believe. Spending a PP lets you take 2 distinctions, 2 powers, 2 specialties, etc.</quote>
The pros are that you have PP when you need them and people more readily use scene distinctions. The cons are a flooding of PP. I think we should stick to getting on distinction.

quote:
The milestones just need too much customizing to the exact circumstances of campaigns for my liking and you still end up with it being too easy for some to rack up the XP (flirting) while others have to come up with convoluted reasoning to get any (hmmm, this ice cream reminds me of the time in asgard where we fought the ice giants).

In this case, isn't that solved by us all making our own milestones largely? Plus we all would have the option of taking the same event milestone. I think that's partially why Event Milestones exist - if you have a milestone that's fairly situational, you save it for that situation.

Plus XP isn't that big of a deal. Upgrades aren't permanent. They're always temporary add ons in the form of powering your sheet up or unlockables.

quote:
1PP to activate area attack

I don't like this. It makes it way too costly to use because it's much better to say, throw a PP in and get a 20-30 total against a single enemy. Besides, you already could inflict stress on allies if the GM decides to counter attack. Nothing says your failed roll can't hurt him.

quote:
Counter Attack requires opportunity from above

I use this even in games where it's not a rule. It makes sense since opportunities are meant to be you giving the opponent and opening AND it makes Growing Dread on enemies mean something (sure, you could stunt a d10 more, but it was never really a huge limit like it is on PCs).

quote:
Traps and scenes written up as threats (just like NPC characters)

I mean, I kinda think a lot of people do stuff like this anyway, we just really haven't seen too many traps written up.

Scenes, I'd disagree with. We have Scene Distinctions and Scene Complications. I think that's good enough.

quote:
Recovery

Remember, the heroes are sometimes hurting after a hard fight and heading into harder. I don't think that's a bad thing. Your stress still auto steps back. If you have someone with a healing SFX, they can spend a PP to automatically heal anyway. Sure the roll to heal someone is difficult when times are tough, but I don't think that's a  problem.

If the GM wants to let the players recover, he can take two lower dice. This s especially good for powers that should be easy to recover during that time. And I don't think that's such a huge deal. Some GMs are nice. Some are tough.

I say leave the doom pool as is.
General Tojo
 GM, 29 posts
Mon 17 Jun 2013
at 20:57
Re: House Rules
As far as the the Co-GM stuff, I have actually started a separate thread to discuss a long list of new ideas I had, but here are my thoughts on the house-ruling of basic Marvel HRP for this game.
Nico Minoru:
It's not a house rule to use stress and complication. That was errata'd, but this is true. Cam's made it clear on the forums. I don't like that though, as then you end up with a 5d8 mob representing, say, 100 people, all taken out with a single d12 webbed up complication. To me, webbing up just a giant's arm or 1/5 of that mob makes a lot more sense.
Nico's right, the official rules are you can include one stress die in a roll as well as one complication die, and that a complication stepped up past d12 removes that target. I do think that complications should work just like stress, eliminating mob dice individually rather than webbing up 100 dudes. I was unaware of any clarification otherwise, and that is how it has always been run in all the games I have been involved in.
quote:
Doom:
My inclination is to allow the addition of other distinctions using their full die value (as per 50 states) at the cost of 1pp just like adding additional power/specialty dice.  I'd extend that to adding complications as well.
You can do that with all groups of dice I believe. Spending a PP lets you take 2 distinctions, 2 powers, 2 specialties, etc. The pros are that you have PP when you need them and people more readily use scene distinctions. The cons are a flooding of PP. I think we should stick to getting on distinction.
I think we should let people do this once per scene, just to make sure scene distinctions are getting the love they deserve, and because an extra PP once per scene on an action when you could get a PP anyway by basically stepping down a die twice is not that big of deal.
quote:
Doom:
The milestones just need too much customizing to the exact circumstances of campaigns for my liking and you still end up with it being too easy for some to rack up the XP (flirting) while others have to come up with convoluted reasoning to get any (hmmm, this ice cream reminds me of the time in asgard where we fought the ice giants).

In this case, isn't that solved by us all making our own milestones largely? Plus we all would have the option of taking the same event milestone. I think that's partially why Event Milestones exist - if you have a milestone that's fairly situational, you save it for that situation.
I totally agree. While I don't always love how XP works, I love how Milestones motivate you to play in character, sometimes even as a disadvantage to yourself. I think in a shared-GM game, many of the perceived negatives of Milestones become less significant, because we are all invested in the larger story.
quote:
Plus XP isn't that big of a deal. Upgrades aren't permanent. They're always temporary add ons in the form of powering your sheet up or unlockables.
Yes, and I love Unlockables. Love, love, love Unlockables. I honestly don't get why people spend XP on temporary upgrades when they can get cool in-story benefits. Of course, those benefits have to be designed, but they are wonderful when they are. As far as mis-use of XP, a simple solution was proposed in a recent game I played in: Double all XP costs for character improvements (including buying PP), but leave Milestones and Unlockables as they are. Works pretty well.
quote:
1PP to activate area attack
I am undecided on this. Would be interested to hear more discussion.
quote:
Counter Attack requires opportunity from above
Yeah, I agree with everyone else who has mentioned it that this is a fantastic rule.
quote:
Traps and scenes written up as threats (just like NPC characters)
Totally in.
quote:
RIf the GM wants to let the players recover, he can take two lower dice. This s especially good for powers that should be easy to recover during that time. And I don't think that's such a huge deal. Some GMs are nice. Some are tough.

I say leave the doom pool as is.
I posted my suggested guidelines for co-GM doom pool use in the other thread I created. Basically, I say use the Doom Pool as is, but we all have the option of using non-optimal dice for results with the other players' assent.
quote:
The framing added for social and exploration scenes.
I agree, these rules from FHR were a fantastic addition to the game. If I get a chance, I will try to post the relevant passages from FHR.
Doom
 GM, 23 posts
Mon 17 Jun 2013
at 21:45
Re: House Rules
The threads I posted explain my (and others) reasons for disliking the doom pool as is.  I don't like using the lowest dice or some subset of the doom pool because I find that to arbitrary.  I also don't like that the pool can be from 0-infinite based on the randomness of play.  Found it to throw off the pacing because the GM needs to build up the doom pool for the final scene but that means that the players can't recover or create assets.

As for milestones, I just don't like the mechanism.  Didn't like keys in Shadows of Yesterday and don't like milestones.  Sure I can write my own milestones for Doom and game the system like they do for some of the trivial to invoke milestones (such as black widow just flirting)... like Doom could have a milestone for referring to himself in the third person.  But that doesn't really adress my deep seated belief that players should progress at roughly the same rate.  I don't mind temporary awards based on personal roleplaying, goals, etc so I tend to prefer awards like PP than XP but permanent ones bug me.  Even temporary awards can be skewed by perception - just ask my wife as she tends to get far less awards than anyone else because I try so hard to show no favoritism toward her (I've always done the opposite of the stereotypical GM's girlfriend syndrome).

But to each their own.

So why do I prefer requiring a PP for area attacks?  Simple, its because it lets you add any number of dice to your pool and keep the same number of extra effect dice for free.  Why not do it all the time?  Sure more chances for opportunities... but those give you a reward of PP to do cool things.  I found that the people with the Area SFX were consistently more effective because there was no real reason for them to not effect everything.

If there was some sort of chance for friendly fire by invoking opportunities, then at least there would be a possible reason not to use Area.
Nico Minoru
 GM, 34 posts
 When blood is shed...
 P: -; M: - ; E: -; 1 PP
Mon 17 Jun 2013
at 22:06
Re: House Rules
quote:
If there was some sort of chance for friendly fire by invoking opportunities, then at least there would be a possible reason not to use Area.

There is though. Opportunities mean you can counter attack on a successful reaction - so if your got 3d6 from area attacks, there's a counter attack in it from each that passes and you give an opportunity for. So 3 opportunities + the GM spending doom dice to make all 3 opponents pass = 3 counter attacks, which sends one effect die at Doom, one are Magik, and one at the caster of the spell, Dr. Strange.
General Tojo
 GM, 32 posts
Mon 17 Jun 2013
at 22:16
Re: House Rules
I always thought the main drawback of Area Attack was that d6's have an increased chance of rolling ones, and that you are required to keep one effect die for each chosen opponent. Thus, if you roll too many ones, you can't up your total with plot points, because you have to use the other dice for effect dice instead. My understanding was that you couldn't opt to add so many dice to your total with PP that you don't have an effect die, and since an Area Attack requires so many effect dice and can roll so many wants that it can really hurt your ability to buff up your result the way players love to.

Actually, I just realized this is an impression I had because that was how the first guy who ran the game for me did it. It just seemed to make sense.

Again, I am not against spending a PP for Area Attack, just on the fence. (In the Werewolf Hack of HRP I participated in recently, you have to spend 1 PP or step back your highest die for the rest of the scene to Area Attack, that works alright in that game.)