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Sentinel Comics RPG Core Rulebook

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178

Make Every Roll Meaningful

Heroes are supremely competent at what they do.

There’s no question that a character like Legacy,

who has Strength among her powers, can lift a car.

No one should doubt that Wraith can infiltrate

the headquarters of a local ring of smugglers, nor

should it be a challenge at all for Absolute Zero

to survive incredibly frigid temperatures. These

heroes principles define their truth, so be sure to

give them a chance to invoke them.

It’s safe for you and your players to assume that

in a situation where time is not of the essence, all

characters can perform superhuman feats in their

area of expertise as detailed by their powers,

qualities, abilities, and principles without having to

pick up dice.

However, in the heat of an action or social scene,

any action whose outcomes could be uncertain,

problematic, or even downright catastrophic should

require dice rolls. It’s not a question of whether

Legacy can lift a car to throw at an incoming missile;

we know that she can. Rather, it’s whether she

can time her throw and aim properly to divert the

missile into the river before its proximity fuse makes

it explode near the bridge.

This game is about heroes with exceptional

abilities dealing with exceptional problems. Reach

for the dice when the stakes are high… or when

the heroes are way out of their league, such as

when Absolute Zero needs to do an live interview

about work safety on a streaming video channel

particularly popular with teenagers.

“Yes”— The GM’s Best Friend

If a player wants their hero to try something that

feels like it is in the spirit of the game but you don’t

know how the rules apply, try just saying “Yes.”

This is especially true if the hero is trying something

that aligns with one of their principles — you can

simply declare that it works and move the scene

on to more interesting things. There’s no need to

impose a chance of failure on everything any hero

attempts. If it fits the scene, the setting, and the

characters involved, it’s likely a better moment to

give them that moment of success.

“What Does It Matter Which Die I Use?”

Heroes frequently have multiple powers and

qualities of the same die size, sometimes even in

the same category. As a result, some players may

ask what difference it makes to use one or another

if they’re the same die anyway.

The GM’s Principles

First, the use of the die has to make sense. Part of

your job as the GM is to negotiate with the player

to make sure that the appropriate power or quality

is used for the situation. If the hero is throwing a

punch but wants to use Banter instead of Close

Combat, they need to explain how some quick

quips are helping them fight. However, it’s not your

job to talk them out of using a power or quality;

instead, ask clarifying questions on the action to get

everyone at the table, including you, on the same

page as to what exactly is going on.

Secondly, what powers and qualities are used

help inform any consequences of the action,

particularly if the action results in a twist. When

trying to Overcome a challenge to bust open a

door to a villain’s lair, a twist from using Strength will

probably be different than using Telekinesis. Even in

actions that aren’t Overcomes, how villains react

to Attacks, Hinders, etc. will be different based on

what powers and qualities the hero used to build

their dice pool. This is especially true when specific

types of elements/energies are in play, as a villain

might have a specific resistance or vulnerability.

In summary, it can be easy to shortcut to the

same three dice every time, especially when

using the same ability multiple times in a session.

However, describing the actions in a Sentinel

Comics RPG issue is what generates the comic

book feeling of the game; it should be a source of

inspiration in what happens in the story.

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