SE
Sea-Envy
2021-07-10 04:35 UTC
#1
i know there is an example in the book with Jen and Maggie rolling an extra die for a “hit the deck” twist but should we normally consider the single die rolled as a reaction as min, mid, and max?
My specific action sequence
Yellow- Strength in Victory
Red- Push your limits
Red- Reactive strike
being swarmed by minions while in the red zone
I get hit
react attack killing the minion
1damage react to heal based on min die
second minion attacks
1damage react kill minion
1damage react heal min die
third minion 2 damage kill and heal
relooking at my players character sheet Strength in Victory uses a different power/quality than Reactive Strike so it will not come up but it is still a legal combo so i will finish asking my question
DJ
der_andere_Jan
2021-07-10 22:03 UTC
#2
For a Reaction, one single die is your ‘pool’. Therefore, consider that die your min, mid, and max all the same.
CH
Chaosmancer
2021-07-11 04:51 UTC (in reply to #2)
#3
Isn’t “Hit the Deck” stated as taking the Defend Action as a reaction though? I thought that would allow for a full die pool
OM
Omegatron
2021-07-11 09:28 UTC (in reply to #3)
#4
It’s a defend action but, like all reactions, it only uses one die.
The comic panel examples on page 29 and 31 make that clear.
CH
Chaosmancer
2021-07-11 18:58 UTC (in reply to #4)
#5
Huh, missed that. Feels a bit weird to me.
If you defended on your turn, you get a full pool, defend as a reaction against a single attack and you use a single die and take a twist? It really feels like they are discouraging defending as much as possible.
GO
Godai
2021-07-11 19:13 UTC (in reply to #5)
#6
Defend on your turn? Time to prepare, set yourself up for success, full dice pool.
Defend as a reaction ability? You have some training, but you are still reacting in a split second, one die.
Defend as “Hit the deck”? No training, panicked emergency dive to avoid damage, one die plus a twist.
They encourage defense actions if you encourage yourself to make them, by choosing abilities that help you defend.
CH
Chaosmancer
2021-07-11 20:45 UTC (in reply to #6)
#7
I get the logic you just laid out. I made a big topic on the question, because I think this gets pretty complicated pretty fast.
I agree with your breakdown in one sense, but defending on your turn is a terrible decision, and a few of the reaction abilities are very very powerful, while others are incredibly weak and situational.
TA
TakeWalker
2021-07-11 22:48 UTC (in reply to #7)
#8
Letting everyone easily defend (or heal) all the time means scenes will drag on and on with no characters ever going down.
SE
Sea-Envy
2021-07-12 00:40 UTC
#9
Well i got the answer i thought sounded right and started another discussion
mission accomplished