[Solar System] Quick Questions Thread
Eero Tuovinen:
What Harald said. Taking your question at face value, you're asking whether Effects need to be assigned to the Pool of the Ability they're created with. Insofar as I'm concerned this is a good simplification, but if it absolutely makes more sense to assign some other Pool to an Effect (the Pool of the Effect mostly matters in determining what needs to be spent in upkeep of the Effect, remember), go right ahead. It's the same as Harm and other such judgment calls: there's a default option, but if the situation makes something else seem more sensible, go for it.
Simon JB:
Thank you both! Sorry I was a bit unclear, but you managed to answer my question nonetheless. I got confused in play the other day and was looking for the point of assigning a specific pool to an effect, and now I see it. Thanks again!
However, another thing about pools and effects and the such...
Normally you can only buy one bonus die for a roll with the pool belonging to the ability rolled. If you have the Secret of Retraining for example, should you be able to use one point from each pool or one from either for bonus dice?
And the same thing when using an effect for bonus dice on a roll. Is it given that you can always spend an effect all at once, for a huge lot of bonus dice (granted, that's not at odds with getting dice from an immediate support roll), or is there a point in saying that unless circumstances are special you're only able to buy one bonus die at a time for effect points?
oliof:
I'd suggest that you can use one point of either Pool (which is quite useful to begin with, and can lead to a lot of interesting crunch combinations).
I wouldn't limit the amount of Effect spent as bonus dice unless I'd also limit the amount of bonus dice you can get through supportive actions.
Eero Tuovinen:
I'd most probably permit the one bonus die from each Pool; it's a pretty and interesting mechanic, which also gives the otherwise low-powered Secret a bit of a power boost. However, I'd make this choice in relation to the campaign context, not in general - those example Secrets are not really intended to be plugged in without taking them through the normal contextual secret-creation process, as the crunch landscape actively changes the values of different resources, such as the ability to buy several bonus dice. Think of them as examples of different game mechanics, not as a balanced set of Secrets.
Simon JB:
Sounds reasonable. Thanks.
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