15 hours ago, bygrinstow said:My approach/understanding is that I set the Difficulty where it's not already laid out (as in Opposed checks), and that that methodology is: Determine a number of Difficulty Dice, introduce Upgrades based on mechanics (Talents, etc.), add Boosts and Setbacks as appropriate to the circumstances. Done.
-- those mechanical Upgrades include the mechanics of the Destiny Pool. It does not include Just deciding that some red should be in there. Maybe I'm being too strict, but it's worked fine so far (both PCs and NPCs have had a fair share of success and failure in big and small things), and I feel like if pumping in some Challenge Dice were part of setting the Difficulty, there'd be some reference to it in the Difficulty Levels charts along with with Simple, Easy, Average, Hard, etc. and direct examples would on hand under Applying Task Difficulty .
I'd never say just adding some red to your pool is wrong. It's just not fitting into the game in the style that I'm running it. What's been happening at the table feels very Star Wars , so I don't feel any need to switch up that approach... Maybe when the characters each have 150+ XP under their belts, I'd feel differently. We'll see.
Look at the Fear Check table in the GM section. It specifies, that certain situations should come with natural upgrade. It's not opposed to the enemy, that the check for Vader should be RRRPP but that the situation should have high chance of despair.
Look through the skill section, what a despair means in a check for a given skill. If you think that outcome should be available, then you should give out those red dice.