ES
Escher
2018-05-09 00:56 UTC
#1
I've run a couple sessions from the Starter set, but I'm still unclear on a few aspects, particularly Boosts (and Hinders).
First off, it says boosts and hinders apply to the 'effect die', but which die is that when more than one die are doing things? For example, when Absolute Zero uses Heat Sink, he attacks with Absorption (Mid die, by default), then also hinders using the Min die. Are they both effect dice? Does a boost apply to one or both? Even more on point, Bunker's Grenade Launcher applies all three dice, so should one boost apply to one die, or all three? (And if they affect one die each, and I had two boosts and a hinder, could I choose to split them up to boost or hinder different effect dice?)
Second, can you choose not to apply a boost? Or a hinder? (I assume it would be controlled by whomever created it.) The main reason I ask is as it relates to Unity creating bots, where you can burn boosts to add special abilities or effects to your minions.
MI
MindWanderer
2018-05-09 01:54 UTC
#2
These sure do get asked a lot. Per Dave, whoever created the boost/hinder decides when it applies. Each applies to a single effect die. So if Bunker had two non-exclusive boosts (that he created), he could apply them to the same die, to different dice, or could save either or both of them. Whoever created the hinder decided which die it applies to. Also, they don't change which is min/mid/max if you were wondering.
It occurs to me to wonder when these decisions are made, though. Can someone decide not to bother applying a hinder to you after you've decided to use a boost? Can you choose to save a boost until after you find out if a hinder is being applied? Presumably it's assumed the heroes agree on what boosts should be used on any given roll, but what if they don't?
ES
Escher
2018-05-09 02:32 UTC
#3
I gave a cursory look to see if somebody had asked these before but I didn't see anything right off, but yeah, I coulda looked harder. Well, if it gets asked a lot, it's probably a good indication of something that needs to be addressed in the full rules (if it wasn't already).
In terms of my sense as a GM, I'd definitely rule that a hinder always applies to the first roll it can apply to (narratively speaking), and if the creator and holder of a boost disagree about its use, the person holding it has the final say. As much as it'd be funny for Unity to Augment a weapon when the shooter didn't really want her to, it makes more sense from a 'speed at the table' standpoint to just hand it over and let the person the boost is on have control of it from that point.
The Starter set doesn't really talk about the narrative aspect of boosts and hinders (unless I missed it)... for example, if Bunker is all webbed up, he could theoretically still call tactical plays, providing boosts without being inhibited by webs. Or contrariwise, it doesn't make sense for a "Long Range Targeting Scope" to help out when Bunker is making tactical plans or punching through a wall. I would assume mods only apply to rolls that narratively make sense for it.
SP
speedyolrac
2018-05-09 02:44 UTC
#4
HInder are done at the next possible time, as long as it fits the narrative. Can't deny a Hinder for the whole game.
Hinders can also affect the saves minions do.
MI
MindWanderer
2018-05-09 03:46 UTC
#5
That’s not what Dave said: