I've done my best looking around, I really did, but I can't find anywhere that states clearly what happens with GM-rolled threat. I can see references to players using their own Advantage, GM using Advantage, GM using player's threats, but that's it - one is missing.
For instance, the GM rolls a net total of 3 Threats on a failed roll for a Gamorrean Thug, can players:
- Use threat to add strain (and thus, wounds since Thugs are Minions).
- Use threat to award themselves with "free" manoeuvers, for instance disengaging from Melee?
- All of the above?
- None of the above?
So anybody with a good reference that would help me on this would be a Champion in my book.
From page 133 of the beta book:
By default, the GM determines how threat and despair are spent, although in some cases (such as checks made by NPCs) he may give the players the option to spend these instead.
So the answear is that its basically up to the GM. Depending on the encounter and what type of enemy (Minion, Henchmen, Nemisis) I usually let them have free reign. The game is more about the narative then the GM being an adversary to the group. Though my group tends to choose something that really makes sense to the situation when spending threat. Plus letting them spend the threat makes it a little more interesting and easier for me to just focus on the story I am running them through.