I love these as a supplement to reading the core rule book, it really helps to read through once and get the basic skeleton of how this should work and then hearing someone explain a little differently really locks it. Thank you for spending the time to help us all out!
That's a really great point. I've been playing mostly theater of the mind lately (in my online games, at least), and we've just been using demiplane over Zoom, and the one thing we don't have is a place to share the rolls jointly. I feel like Demiplane is soooo close to doing that.
I appreciate your Videos so much and watch them over and over once in a while. Maybe you are interested to know that you reach people im Germany with your videos too 👍, so keep going
@@danielmang6109 thanks so much! That’s amazing to hear. RUclips gives me lots of cool statistics, so I know Germany is in the top 3 for the channel for countries that don’t have English as the official language (behind Brazil and Italy). But is great to actually hear from folks first hand from those countries!
Narrators having trouble with Teleporters...flashbang out! Can't teleport anywhere you can't see! Although they probably can still teleport to a previous location, I mean I would rule it that way as a blind teleport based off of memory. Also, good refresher on the rules for me! Someone webbed up can Help on themselves, then Escape as a Reaction, then Move to get the hell out of the way!
I'll be honest, putting these videos together is a good refresher on the rules for me, too! There's always at least one "Oh, yeah - forgot about that" moment :-).
Just played the game over the weekend and our Narrator linked these videos for learning purposes very well done and TY for doing them! Quick question when in combat. I was playing dagger and had the power return fire. For the sequence of events does the foe get to do thier attack first and it gets resolved before I'm able to to do my reaction return fire?
Thanks so much for the kind words! I really appreciate it. The Return Fire power is worded differently than some other powers, as the trigger is an enemy "declares an attack". Versus, say, Quick Phase (which says "the character is attacked"), or Slow-Motion Dodge ("An enemy makes an attack against the character's Agility Defense"). Here's my take: The fact that it says "declares an attack" implies a step before the actual attack. So, RAW, I think you'd get to use your reaction as the enemy is getting ready to attack, but before they roll dice. Meaning you have a chance of taking them out before they even get that attack off (or stunning them with Return Fire's critical effect). Now, given that the combat chapter doesn't have "declare your attack" as a format step, I wouldn't begrudge any narrator ruling differently. I do wish the language for reactions was a little more standardized. One other tricky thing about Return Fire... the name implies it can only be used against incoming ranged attacks, but the trigger does not specify that. Dagger can use this RAW against close attacks as well.
With the "Skulk" Reaction, I can see villains using this to draw heroes into attacking civilians/hostages. Would a hero be able to simply call off their attack (perhaps as a reaction) if a villain attempted such a tactic?
You could always house rule something like that, but I think that's the intended use of the reaction, so I personally wouldn't do so. I do think there are some creative things you can do to get around Skulk. The Webtrapping power targets the ground, for example. Grenades are thrown at spaces as well, not at enemies/targets. Neither of these is a "ranged attack" but can still be used in a way that could reliably impact the enemy and not the innocent.
Any comment on combat balance across Ranks? The game seems to encourage having chatacters of different Ranks in play but it also seems like there's little a Rank 2 character could do against Rank 4.
I'll be tackling this in an upcoming video - hopefully before end of month. But at a high level, I look to the way the movies handle battles across ranks and take some inspiration from that. The Battle of NY has Avengers from every Rank between 2 and 6, and they've all got individual targets and objectives that made for an incredibly dynamic battle where everyone made some pretty diverse contributions. The bad guys had a wide variety of ranks, too. Loki at a 5, the Chitauri maybe at 1, and the Leviathans maybe somewhere in between on the higher side.
@@MajinMind I tend to not handle them in groups or house rule any “swarm” type rules because I think the main benefit of their presence is as individual. A Rank 1 henchman can interpose just as easily as a big bad could, or move into a position that could provide some cover for their boss, which could apply trouble to a hero’s attack. And a use of Help Teammate works just as well from a henchman as a rank 4 ally. So even though it might mean more bookkeeping on my end, I like making them enough of a nuisance that the heroes have to decide, are we wiping these goons out first, ignoring them, or splitting our focus? But I would cap it off at 3-4 goons per battle, not a whole room full of them.
Here you go! discord.com/invite/hMTWS9epGt There's a "looking-for-game" channel that is pretty active - there are one-shots posted nearly daily thanks to one particularly dedicated Narrator, and occasional ongoing campaign openings as well.
It is still up - the Foundry channel on the MMRPG Discord is actually busier than ever! They can probably help you with finding/installing it. But as a reminder, this is not an official VTT - Roll20- is the only official one. But the rules are all there, but anything related to the IP you'll have to add yourself. They take a very conservative approach as to avoid betting in the big Mouse's crosshairs :-). So, it is higher effort than just paying for Roll20, but I've seen people raving about it in the channel. Personally, I've been doing Theater of the Mind almost exclusively for the last 3 or 4 months, so I can't comment on anything other than the positive things I've heard of late!
Interesting question! I'll preface my answer by saying I don't play a lot of skirmish games. I was big into the D&D Chainmail game when it came out in back in the 3rd edition era, but when that flamed out after just a few years I never got into any others. I've played a little Battletech with friends, but never got my own minis for it or anything. Pros: I think if you were okay with a fairly rules light skirmish game, the rules would work just fine. Actually, certain leader-type characters with the Tactics Powers Set might actually shine in a skirmish-type game. I think you could use the new Henchmen rules as well. Something like Zemo, a Hydra officer, and some Hydra agents (or henchmen) vs. Nick Fury, Maria Hill and some Shield agents could be a lot of fun, especially using some terrain. Cons: I'm not sure this would translate well for all character types. MMRPG battles, especially at higher Rank, can be sprawling affairs that could quickly expand beyond the borders of any game map (especially when characters can fly, teleport or have super-speed). If you happen to try something like this out, I'd love to hear how it goes!
@@FuzzyOnTheDetails thank you for your comments. I believe any minis game has that issue with the big higher rank characters. You can only fit what you can fit on a game map/mat. I tried looking at Champions for my skirmish gaming and it's just too crunchy AND there are so many Marvel and DC character write ups that need updating. It's a daunting task that I just don't have time for. It seems to be high regarded for my needs (skirmish miniature game), but I think it's just too much to tackle.
@@bruceross4303 The more I think about it, the more I think you probably could adapt it fairly well to a skirmish style of miniature play. I think the rules lend themselves very well to very quick decision making. Sometimes playing a crunchier RPG you feel like you're sitting there for 10 minutes waiting for someone to decide what to do. I haven't had that problem with MMRPG, and I think you could actually move through a skirmish relatively quickly just using the regular rules. Now you've got me thinking I need to try that out 🙂
@@FuzzyOnTheDetails yea, while Champions looks all nice and shinny, I think it's just too much for what I need. I can't stop looking at Marvel Multiverse, warts and all
Damage reduction seems like a nearly broken mechanic. Having a big damage reduction makes you almost unbeatable. Has anyone ever tested the option of making damage multipliers stacking when (and only when) the target has damage reduction? I mean, if the Hulk has a damage multiplier of 4 and he is using a sword with a damage multiplier of 2, his total multiplier would be 4 (6). If he would hit against a target with damage reduction of 1, he would still have damage multiplier of 4 (reduction would remove one multiplier given by the sword). Without a sword, his multiplier would drop to 3 against the same target. If the Hulk would attack against a target with damage reduction of 3, his multiplier would be 3, if he was using a sword, and 1, if he was without a sword. I don't know how this would affect the balance of the game, but it would a) make damage reduction a little bit less overpowered, and b) justify the use of a weapon also in the hands of a strong character.
Hi there and thanks for the comment! There are actually a ton of ways to overcome Health Damage Reduction. The "Exploit" Power is only Rank 2, and completely ignores any and all levels of Health Damage Reduction. There are lots of ways to attack an enemy's Focus, and bring them down that way (big bruisers tend to have lower Focus scores than Health, so knocking them all the way down to "Shattered" could be a sound tactic). And the "Power Control" Power Set has lots of ways to either "Swipe", "Steal" or "Shut Down" a specific Power. I think the rules reflect the comics REALLY well - if you try to just go head-to-head with the Juggernaut, you're gonna have a bad time, even if you bring a weapon to the fight, or collapse a building on him.
I’d like to actually get a video out to support people who may be running games for FreeRPG day or during Con season. Maybe by end of month? Any thoughts or specific requests?
@@FuzzyOnTheDetails Let’s see. There is a free preview of the X-Men expansion going out that day. If you mean as far as rules go, maybe a TLDR/Lightning version of your rules videos?
This series has given me a great understanding of how to play this RPG. Great work.
Thanks so much! I appreciate you saying so.
Thx Fuzzy. Keep em coming!
Played in my first session tonight and your videos were super helpful.
That’s awesome to hear! I hope you had fun!!
I love this stuff! It’s great, especially for newcomers or people who may struggle with rules and general questions about game play.
Thanks, Billy - appreciate you saying so!
Incredible video! The game is getting easier to learn thanks to your visual instructions. On to the next video.
I was so happy to see the Fastball Special be an actual action in the book. It's a classic!
Really fun to use, as well! I've had adventures end on a fantastic success on a fastball special, and it doesn't get more epic :-).
I love these as a supplement to reading the core rule book, it really helps to read through once and get the basic skeleton of how this should work and then hearing someone explain a little differently really locks it. Thank you for spending the time to help us all out!
My pleasure! Thank you for the comment and the feedback!
Another great video, Fuzzy.
Thanks so much!!
Thanks for the synopsys of the rules.😊
Using a VTT doesn't mean you're using maps. Sometimes it's just about having a place to keep the sheets and resolve the dice rolls.
That's a really great point. I've been playing mostly theater of the mind lately (in my online games, at least), and we've just been using demiplane over Zoom, and the one thing we don't have is a place to share the rolls jointly. I feel like Demiplane is soooo close to doing that.
Absolutely love your content. Been teaching myself this game and it has really helped me. Thanks so much.
@@ChandlerLawsonPlays thanks so much for saying so! I’m glad you found the videos helpful :-)
Just got the game. I appreciate you doing these videos… these have helped a lot!
Thanks so much! I appreciate you saying so.
I appreciate your Videos so much and watch them over and over once in a while. Maybe you are interested to know that you reach people im Germany with your videos too 👍, so keep going
@@danielmang6109 thanks so much! That’s amazing to hear. RUclips gives me lots of cool statistics, so I know Germany is in the top 3 for the channel for countries that don’t have English as the official language (behind Brazil and Italy). But is great to actually hear from folks first hand from those countries!
@@FuzzyOnTheDetails Great! I didn't know that YT gives you these kind of statistics 😁.
Narrators having trouble with Teleporters...flashbang out! Can't teleport anywhere you can't see! Although they probably can still teleport to a previous location, I mean I would rule it that way as a blind teleport based off of memory.
Also, good refresher on the rules for me! Someone webbed up can Help on themselves, then Escape as a Reaction, then Move to get the hell out of the way!
I'll be honest, putting these videos together is a good refresher on the rules for me, too! There's always at least one "Oh, yeah - forgot about that" moment :-).
love to see a combat example like Dr Doom vs Invisible Woman to see how Elemental Powers work in combat
I'll add it to the list! Thanks for the suggestion!
Just played the game over the weekend and our Narrator linked these videos for learning purposes very well done and TY for doing them! Quick question when in combat. I was playing dagger and had the power return fire. For the sequence of events does the foe get to do thier attack first and it gets resolved before I'm able to to do my reaction return fire?
Thanks so much for the kind words! I really appreciate it.
The Return Fire power is worded differently than some other powers, as the trigger is an enemy "declares an attack". Versus, say, Quick Phase (which says "the character is attacked"), or Slow-Motion Dodge ("An enemy makes an attack against the character's Agility Defense").
Here's my take: The fact that it says "declares an attack" implies a step before the actual attack. So, RAW, I think you'd get to use your reaction as the enemy is getting ready to attack, but before they roll dice. Meaning you have a chance of taking them out before they even get that attack off (or stunning them with Return Fire's critical effect). Now, given that the combat chapter doesn't have "declare your attack" as a format step, I wouldn't begrudge any narrator ruling differently. I do wish the language for reactions was a little more standardized.
One other tricky thing about Return Fire... the name implies it can only be used against incoming ranged attacks, but the trigger does not specify that. Dagger can use this RAW against close attacks as well.
With the "Skulk" Reaction, I can see villains using this to draw heroes into attacking civilians/hostages. Would a hero be able to simply call off their attack (perhaps as a reaction) if a villain attempted such a tactic?
You could always house rule something like that, but I think that's the intended use of the reaction, so I personally wouldn't do so.
I do think there are some creative things you can do to get around Skulk. The Webtrapping power targets the ground, for example. Grenades are thrown at spaces as well, not at enemies/targets. Neither of these is a "ranged attack" but can still be used in a way that could reliably impact the enemy and not the innocent.
One more question: what happens when you knock back an enemy into another? Do both take the damage?
Any comment on combat balance across Ranks? The game seems to encourage having chatacters of different Ranks in play but it also seems like there's little a Rank 2 character could do against Rank 4.
I'll be tackling this in an upcoming video - hopefully before end of month. But at a high level, I look to the way the movies handle battles across ranks and take some inspiration from that. The Battle of NY has Avengers from every Rank between 2 and 6, and they've all got individual targets and objectives that made for an incredibly dynamic battle where everyone made some pretty diverse contributions. The bad guys had a wide variety of ranks, too. Loki at a 5, the Chitauri maybe at 1, and the Leviathans maybe somewhere in between on the higher side.
Hi, do you have any rules or advice on how to handle groups of goons as a gm? In the rule book there is only describes how to handle the initiative.
@@MajinMind I tend to not handle them in groups or house rule any “swarm” type rules because I think the main benefit of their presence is as individual. A Rank 1 henchman can interpose just as easily as a big bad could, or move into a position that could provide some cover for their boss, which could apply trouble to a hero’s attack. And a use of Help Teammate works just as well from a henchman as a rank 4 ally.
So even though it might mean more bookkeeping on my end, I like making them enough of a nuisance that the heroes have to decide, are we wiping these goons out first, ignoring them, or splitting our focus? But I would cap it off at 3-4 goons per battle, not a whole room full of them.
@@FuzzyOnTheDetailsThanks for the fast and detailed answer. Very appreciated! Amazing videos!
@@MajinMind thanks so much - I appreciate it :-)
How do you find the discord for Marvel RPG? Looking for a way to find a game.
Here you go! discord.com/invite/hMTWS9epGt
There's a "looking-for-game" channel that is pretty active - there are one-shots posted nearly daily thanks to one particularly dedicated Narrator, and occasional ongoing campaign openings as well.
You said that the game is available on Foundry, but I'm not seeing it. Do you know if it still is, or was it taken down?
It is still up - the Foundry channel on the MMRPG Discord is actually busier than ever! They can probably help you with finding/installing it. But as a reminder, this is not an official VTT - Roll20- is the only official one. But the rules are all there, but anything related to the IP you'll have to add yourself. They take a very conservative approach as to avoid betting in the big Mouse's crosshairs :-). So, it is higher effort than just paying for Roll20, but I've seen people raving about it in the channel.
Personally, I've been doing Theater of the Mind almost exclusively for the last 3 or 4 months, so I can't comment on anything other than the positive things I've heard of late!
If an attack uses Ego or Logic, does that mean it goes against their respective defenses unless started otherwise?
That's correct!
@@FuzzyOnTheDetails Good to know. 👍 This wasn't exactly clearly stated and one of my characters' frequent attacks is Hellfire Chains.
Do you think these rules would work well for a skirmish miniatures game?
Interesting question! I'll preface my answer by saying I don't play a lot of skirmish games. I was big into the D&D Chainmail game when it came out in back in the 3rd edition era, but when that flamed out after just a few years I never got into any others. I've played a little Battletech with friends, but never got my own minis for it or anything.
Pros: I think if you were okay with a fairly rules light skirmish game, the rules would work just fine. Actually, certain leader-type characters with the Tactics Powers Set might actually shine in a skirmish-type game. I think you could use the new Henchmen rules as well. Something like Zemo, a Hydra officer, and some Hydra agents (or henchmen) vs. Nick Fury, Maria Hill and some Shield agents could be a lot of fun, especially using some terrain.
Cons: I'm not sure this would translate well for all character types. MMRPG battles, especially at higher Rank, can be sprawling affairs that could quickly expand beyond the borders of any game map (especially when characters can fly, teleport or have super-speed).
If you happen to try something like this out, I'd love to hear how it goes!
@@FuzzyOnTheDetails thank you for your comments. I believe any minis game has that issue with the big higher rank characters. You can only fit what you can fit on a game map/mat.
I tried looking at Champions for my skirmish gaming and it's just too crunchy AND there are so many Marvel and DC character write ups that need updating. It's a daunting task that I just don't have time for. It seems to be high regarded for my needs (skirmish miniature game), but I think it's just too much to tackle.
@@bruceross4303 The more I think about it, the more I think you probably could adapt it fairly well to a skirmish style of miniature play. I think the rules lend themselves very well to very quick decision making. Sometimes playing a crunchier RPG you feel like you're sitting there for 10 minutes waiting for someone to decide what to do. I haven't had that problem with MMRPG, and I think you could actually move through a skirmish relatively quickly just using the regular rules. Now you've got me thinking I need to try that out 🙂
@@FuzzyOnTheDetails yea, while Champions looks all nice and shinny, I think it's just too much for what I need. I can't stop looking at Marvel Multiverse, warts and all
Damage reduction seems like a nearly broken mechanic. Having a big damage reduction makes you almost unbeatable. Has anyone ever tested the option of making damage multipliers stacking when (and only when) the target has damage reduction? I mean, if the Hulk has a damage multiplier of 4 and he is using a sword with a damage multiplier of 2, his total multiplier would be 4 (6). If he would hit against a target with damage reduction of 1, he would still have damage multiplier of 4 (reduction would remove one multiplier given by the sword). Without a sword, his multiplier would drop to 3 against the same target. If the Hulk would attack against a target with damage reduction of 3, his multiplier would be 3, if he was using a sword, and 1, if he was without a sword.
I don't know how this would affect the balance of the game, but it would a) make damage reduction a little bit less overpowered, and b) justify the use of a weapon also in the hands of a strong character.
Hi there and thanks for the comment! There are actually a ton of ways to overcome Health Damage Reduction. The "Exploit" Power is only Rank 2, and completely ignores any and all levels of Health Damage Reduction. There are lots of ways to attack an enemy's Focus, and bring them down that way (big bruisers tend to have lower Focus scores than Health, so knocking them all the way down to "Shattered" could be a sound tactic). And the "Power Control" Power Set has lots of ways to either "Swipe", "Steal" or "Shut Down" a specific Power.
I think the rules reflect the comics REALLY well - if you try to just go head-to-head with the Juggernaut, you're gonna have a bad time, even if you bring a weapon to the fight, or collapse a building on him.
Not including Team Maneuvers in my FreeRPGDay game. Got it.
I’d like to actually get a video out to support people who may be running games for FreeRPG day or during Con season. Maybe by end of month? Any thoughts or specific requests?
@@FuzzyOnTheDetails Let’s see. There is a free preview of the X-Men expansion going out that day. If you mean as far as rules go, maybe a TLDR/Lightning version of your rules videos?
@@bluefalcon2099I could give that a shot. Maybe try and keep it to 61.6 seconds :-).
spanish please
I'm so sorry, I wish I could, but I unfortunately do not speak Spanish :-(.
Doing the good work in the Multiverse 🎩🫴💞