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Awesome, admutt! Thank you for the feedback, it really helps. To answer your questions:
1) The intention was that you would use a Flash Point when you rolled a 6-; there's not much benefit to using it on an 11. That being said, I'm thinking about amending the use of Flash Points so that (a) you can give them to other people (so they can, for instance, re-roll a 6-) and/or (b) you can spend them after you roll to increase your result by +1.

2) The intent is that things just go terrible for you on a 6-; sometimes the failure is a big enough cost in itself, but other times it makes sense to also include an additional cost--either because it makes sense in the narrative or you just rolled *really* crappy. I'll make this more explicit in the next version.

3) I'm glad it worked out. I'm currently rewriting that section based on your previous feedback to be more explicit. In the next version, you start the session with 1 Hold and track changes to it throughout, so you don't have to stop the action at the beginning of the Head Out.

Can't wait to hear how the campaign play goes!

PS: tell me about your bounty hunter so I can draw them!

Just a quick thought on the FLASH POINT expenditure - my group was thinking of requiring an FP to be spent *before* the roll to modify the dice roll to 3d6, keep the two highest. This would remove the uncertainty of a re-roll, but keep the roll exciting!

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The only problem with a "roll 3, keep 2" advantage mechanic here is such a valuable benefit that it breaks the math, especially considering a player only rolls dice a few times per session.

I playtested the new rule that lets you spend a Flash Point to increase your result by +1, and it seems to work.

But if you try the advantage mechanic, let me know how it feels.

Yeah, we've basically come to the same conclusion. Although 3d6 made it feel a bit more Heroic, so I guess we'll keep that as an option for when we reskin the game for Supers. :)

I'm a huge supers fan, so absolutely let me know if you hack this for that genre :D