momentum
Oct 15, 2018 10:49:33 GMT -8
Post by dlw32 on Oct 15, 2018 10:49:33 GMT -8
I don't want to complain because I'm enjoying the podcast, but the momentum rules are a thing I love so much in STA that I just want to point a few things out... I really think they did a brilliant job with the momentum rules because it makes it feel like Trek to me... you're a team and you work together... anyway a few points:
1) The max momentum at any time is 6. The pool will never get larger than that.
2) At the end of every scene the pool loses one momentum... you're meant to use them not horde them.
3) The most common way to spend momentum is buying more dice. You decide before you roll if you want to do this. The first d20 cost 1 momentum, the 2nd costs 2, the third 3. So if you wanted to add 3d20 you'd spend 6 momentum.
4) The other way to get more dice is to give the GM Threat. This is like GM Momentum... he can complicate your day by spending them. Still no more than 5d20 on a roll.
5) You can spend 1 momentum to ask the GM one question about the situation or item or person in the scene. This is really handy when you don't know as much Science as your character does...
6) another way to help your roll is to spend 2 momentum to reduce the difficulty by one. You can do that repeatedly but each costs you you 2 MP.
There's a bunch of other things you can do with momentum especially in combat. I'll only mention one more... you can spend 2 momentum to keep the initiative. So instead of letting the NPCs go, you can have another PC go.
One last thing... look at your talents. Some of them do interesting things when you spend momentum. Like Cautions lets you reroll a d20 if you bought a d20 with momentum... it doesn't have to be the d20 you bought or even a d20 you roll: you can reroll the d20 someone used to assist or the ship used to assist.
This is longer than I would like and I still haven't really covered everything. You guys are great and are producing a fun audio so feel free to ignore me. I'm just a fan of how they thought out the whole teamwork thing.
1) The max momentum at any time is 6. The pool will never get larger than that.
2) At the end of every scene the pool loses one momentum... you're meant to use them not horde them.
3) The most common way to spend momentum is buying more dice. You decide before you roll if you want to do this. The first d20 cost 1 momentum, the 2nd costs 2, the third 3. So if you wanted to add 3d20 you'd spend 6 momentum.
4) The other way to get more dice is to give the GM Threat. This is like GM Momentum... he can complicate your day by spending them. Still no more than 5d20 on a roll.
5) You can spend 1 momentum to ask the GM one question about the situation or item or person in the scene. This is really handy when you don't know as much Science as your character does...
6) another way to help your roll is to spend 2 momentum to reduce the difficulty by one. You can do that repeatedly but each costs you you 2 MP.
There's a bunch of other things you can do with momentum especially in combat. I'll only mention one more... you can spend 2 momentum to keep the initiative. So instead of letting the NPCs go, you can have another PC go.
One last thing... look at your talents. Some of them do interesting things when you spend momentum. Like Cautions lets you reroll a d20 if you bought a d20 with momentum... it doesn't have to be the d20 you bought or even a d20 you roll: you can reroll the d20 someone used to assist or the ship used to assist.
This is longer than I would like and I still haven't really covered everything. You guys are great and are producing a fun audio so feel free to ignore me. I'm just a fan of how they thought out the whole teamwork thing.