Has anyone used the rule “You can’t pick momentum if you boosted momentum on a move?”

Has anyone used the rule “You can’t pick momentum if you boosted momentum on a move?”

Has anyone used the rule “You can’t pick momentum if you boosted momentum on a move?”

I think it prevents the perpetual motion machine of “I spend a momentum to gain a momentum” which only adds fictional, not mechanical, positioning.

9 thoughts on “Has anyone used the rule “You can’t pick momentum if you boosted momentum on a move?””

  1. Yeah, but if you are staying at a natural 9 on the side post star, and you are already mad heat with opponent, it’s easy to just spend one to get 2, thus the perpetual momentum gaining.

  2. Honestly that’s one of the things with the math in the game. When you are rolling your strong stat of a plus 3, you will probably never botch a roll and will be swimming in Momentum. At a plus 3, you have a 91% chance of succeeding with a 7+ and a 58% chance of landing a 10+. And with the momentum you start with, the players are essentially never running out of Momentum because of lack of failing rolls as well as having a higher chance of landing a 10+. My players generally never run out of Momentum because they generally stick with moves that are their strong points. Monster sticks with Power, Hardcore makes all matches Hardcore. There’s no reason for the Monster to roll Work or Look if they just narrate power slams and suplexes. So once you hit plus 2 or above, the Momentum economy is always going to be in favor of the players. Really, the only way to stymie that is to roll with it or force the players roll on stats that they are bad at. And generally, most players will try and stick with the moves that their wrestler is good at.

    So really, I’ve just learned to roll with it and let them enjoy it.

  3. Well other wrestlers can narrate/demand the hardcore wrestle in a normal match. It’s a choice from cut a promo. Monster keeps doing a powerless? Sounds like it’s becoming a signature move. Roll +look.

  4. One of my goals with The Road was to create sitches where players have to roll on bad stats. But short of trapping them in a cave or having them unload boxes, you can get away with not using +Power a lot of the time.

  5. Ed Ortiz I think you are highlighting precisely these reason to consider this adjustment.

    Based on those percentages, one move into the match it is basically a coin flip as to whether the wrestler with a +3 will ever lose control of the match. The perpetual momentum rewards of the wrestling move are too easy to engage.

    I’ve found perpetual momentum to also have the side effect of accelerating advancement with multiple wrestlers easily being able to climb for 1 to 4 audience in a single episode.

    Of course in the end it comes down to table style. I wouldn’t advocate a change to the base rule set. This is more of an slow play or “gritty” change. Some other considerations may be “Not on a +3 stat” or “After the first advancement” or “if you have the most momentum at the table”

  6. One of the issues with the Momentum Economy is that the players will rarely botch a move unless forced to do a move using a stat that is weak. And even then, many playbook moves have some ways to make up for it. What I’ve seen then is that players will only spend momentum to interrupt and on their finisher, because the threat of a botch is low if you narrate your sequence correctly. While not bad, if you are looking to be challenged, it just isn’t there.I have been brainstorming ways to adjust the spectrum of success, and I think I have an idea. Can’t talk now though, I’m at work.

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