All CategoriesGamesSentinel Comics RPG › More boost/hinder questions

More boost/hinder questions

6 posts · 324 views · started 2018-02-12 23:06 UTC
VG
VGBM
2018-02-12 23:06 UTC
#1

Hey, I came to this forum for the first time ever just to learn more about the rules of the rpg, and I have a couple questions for the devs regarding mods.

1: The answers the mods have given to other mod-related questions seems to imply that, A) when a mod is applied is decided right before it's applied and not when it's created, and B) the creator of the mod is always the one who makes that decision, and that doesn't sound right to me. Say Hero A decides to boost* Hero B with a "+2 pipe wrench", and later Hero B wants to swing that wrench at an enemy. Even though Hero B is the doing the swinging, Hero A is the one who made the bonus, so they're the one who decides whether the bonus is applied or not, and that doesn't seem very fair to Hero B. I must be missing something, and can use some clarification.

2: The handbook says you can't "make change" with opposing mods, but if you're, say, boosting* a target that has a penalty on it, does that mean you have to roll to remove the penalty, or can you ignore it and add a bonus on top of that as well? If the latter, why would you ever choose to remove a mod when adding a mod seems to always be the more efficient option? On a related note, since persistant mods are meant to last until the end of the scene, is boosting/hindering even able to remove those at all?

*I'm using boosts in the examples, but both questions apply to hinders as well, so of course I want to know if the answer is at all different between boosts and hinders.

JO
JohnTaber
2018-02-13 00:27 UTC
#2

Great questions!  :D

I'm not sure why you would ever remove a hinder with a boost in combat assuming they are both one time sort of effects.  I guess if you did not want the GM to play it during a critical moment you could get rid of it with a boost.  If the hinder was permanent I could see spending a boost getting rid of it.  in your pipe example that would mean destroying the pipe I guess...

 

MI
MindWanderer
2018-02-13 03:02 UTC
#3

A non-persistent boost can cancel out a persistent hinder, and a non-persistent hinder can cancel out a persistent boost.  I think that's the only reason other than RP.

GR
GreatDebate
2018-02-14 02:53 UTC
#4

Characters can extend the Boost/Hindrance to 2 turns by accepting a Minor Twist.

If a character does extend, and then you cancel the Boost, the other character basically took a negative twist for nothing.

Net gain: The Guy who Cancels the Mod.

PY
Pydro
2018-02-14 02:56 UTC
#5

Not sure if I like this…

VG
VGBM
2018-02-17 00:15 UTC
#6

Is there something special I have to do to get the attention of a developer, or am I just being impatient?