I've done a couple of battles now using loads of SN Dice. I find that the cliche limits them significantly. Over time, moreso than I originally thought they would. This is especially true if you build a cliche that isn't super broad (superhero vs. ice powers, for example). To top that off, I find that specific restrictions like that one still allow you to creatively explore the idea while forcing you to think outside the box. Same as heroic feats (though this is true more with them than with SN Dice). Typically, I find myself using a similar tactic with SN Dice over the turns of the game, whereas I want my Heroic Feats to be as unique as possible from turn to turn. Just a difference in perspective when approaching the systems.
I find myself ignoring the elemental descriptors of the dice, because I've used them for a diverse array of concepts and the elemental descriptors can be a little too limiting in that regard. However, if you include them alongside the cliche restriction, it brings their power level down quite a bit. d4s are usually the most powerful to buy in bulk but if the cliche isn't fire (or acid, poison, that kind of thing) related, you find yourself barred from purchasing those dice and have to spend more and more on SN Dice.
This leads to the classic "eggs in one basket" situation. All it takes is one bad roll and all that CP vanishes in a puff of smoke. Losing the unit isn't so bad but spending a chunk of your fighting force on stuff you don't get to use in cool ways kind of is. Even more horrifying is the distinct possibility that you'll be boring. Any game's rules can be twisted to make you, as the player, boring. What makes you a good player is choosing not to do that. Turn after turn of Knights of the Round ain't fun for anyone.
This last thought leads me toward spreading the SN Dice around a bit. I can do more cool things on my turn that way and the CP is better spent. My problem now, if it is even a problem, is that SN Dice have become quintessential to every game I play. They can cover any mechanics not already covered elsewhere in the game. Even non supernatural stuff often sees their use. Like, say, a superspy with intense amounts of training and experience.
stubby wrote:You rolled that many dice and none of them turned against you?
Actually, yes, in my case. But it wasn't a significant deterrent. Successes, Crits, and normal failures (if possible) combined account for a far greater probability in the rolling than do Fumbles. At lower numbers of dice, Fumbles are much more dangerous. Even one turning against you can cause you to fail. But at much higher numbers of dice, a few Fumbles aren't enough to counteract the overwhelming force presented by all the other successes, even when they crit.
My solution for this, so far, has been to just not buy massive quantities of SN Dice unless the scenario calls for it and I have lots of other things in place to help counteract them.