Quote:
Originally Posted by DVUS
Dain, yanking dice from the Trouble pool when a Feature rolls a 1 seems a bit much. What would happen if Trouble is reduced to two dice and can't get any smaller? You'd be in the same situation, not being able to activate anything when a Feature rolls 1.
Now, I agree that it's not completely fair that a Lead gets Complications but Features don't. So, why don't you, as the Feature's opposition, "activate" their complications. I have no problem with you guys narrating a small bit of the fiction to put your opponent at a disadvantage.
|
So '1's rolled by a Feature can be used as d6 Useful Details, essentially? Cool!
But I do have a rules question, of sorts (bear with me, this takes some set-up):
I think I'm getting my Cortex+ versions crossed up. In
Leverage GM '1's are 'Opportunities' and are used to activate some Abilities (kind of like
Smallville's Distinction triggers). And that's where I was confused in my earlier post.
Smallville doesn't have any Distinctions that trigger on GM '1's.
Trying to get clarity, now:
On the bottom of page 8 in the
Smallville core book, it says "When it's the Watchtower's Complication, though, the player she's rolling against may
remove a die of that size or smaller from the Trouble pool." Is that intended to be during a Test vs the Trouble pool only, or is that intended to be when Watchtower rolls '1's with a Feature's dice as well?
As far as I can tell, the only way the Trouble pool ever gets smaller is when Watchtower spends Trouble dice, or when players use Watchtower '1's to remove Trouble dice. But in a Contest with a Feature, the Trouble pool isn't being used; it seems weird in that case that Watchtower '1's could be used to remove Trouble dice. On the other hand, if they can't (apart from Devon's house rule above) they seem to go to waste.
Am I making sense at all, or am I just confused?