Thank you. There is DEFINITELY room for expansion rulebooks and such, to be sure. It's the most counter-intuitive experience I've had with character write-ups in a roleplaying game I've seen yet, but as I crunch it more in my head it seems to be making more and more sense and may possibly be the best Marvel tabletop rpg in regards to overall play mechanics I've come across yet, although that'll take some time for me to really chew on.
Agreed. I think they had something clever and new and they just couldn't grab that tiger by the tail. Mechanics wise I still love Marvel Heroic, but I'm a huge cortex prime fan. I think some updates and it will get better.
Spiffy intro with the 80's references! Agree with your choice of Green Lantern as a good character to build. Do you remember when I had to reverse-engineer GL from DC Heroes 1st Ed? Seems like the classic FASERIP Marvel Super Heroes is still the go-to IMO.
"Like if you give Spider-Man a gun he's really fucking dangerous" There's an alternate version of him where he trained with S.H.I.E.L.D. and made it so that his webshooters could also fire bullets. Yes, Spider-Man with a gun IS really fucking dangerous.
When Doc Ock was in Spider Man's body as Superior Spider Man i forget the Villain but he shot someone.The Villain i think was taking hostages and said something about we keep doing this song & dance and you keep getting let out to do this all over again .Superior Spider Man said something about no more and shot him he was a Villain with a metal plate in his head. I think Villains metal plate was making him unstable.
Also a version where he became a mercenary and trained with Wolverine. Needless to say, he's pretty damn deadly if he actually fired bullets instead of webs.
For Telekinetic Manipulation, just use the section on Action Checks - so as the Narrator you can just give your player a target number based on their ability. For a Rank 4 character, if you determined that it was a challenging action to pick something up with his Telekinesis the player needs a 14. If you want to define your character by saying he can lift ten tons with his Telekinesis feel free. It's just not entirely necessary at most tables. If you are trying to lift an X-Wing out of the swamp, I am going to say roll.
If they included every detail on every power it would make a really massive book. They should do it like the old rolemaster...One book on each topic/Power type. Make many smaller Supplement books.
The stuff you talked about here was pretty much the same as your first impressions video on this game. If possible, could you go over what playing the game is like at some point, especially combat? Also, could you go over your Green Lantern build using MMRPG?
I got the book i like it some of the powers need more Explanation & the Character Profiles . Some of the Character abilities seem left out of their profile or no as strong as they are in the comics . They made this system so everyone all ages can play it i'm still going get the 3 expansions so far . The Kang expansion is said to have new Characters & powers i wonder if as new stuff comes out they expand a characters profile or update powers and what not . Their failed Marvel Universe game had 3 books and updated powers and game play between the books . Marvel Universe i think could have stuck around if it had a dice system people didn't want lug around 200 x 2 or so of color pieces of a object .
Game is great, Im really excited for the other books coming out. The powers are great, I like this approach much more than the classic FASERIP and M&M. Very modern, addressing a lot of my qualms with the old systems
Nah, they lost me at 100 pages of NPCs. 100 pages of NPCs is a supplement, the core book needs to address everything game related. This is lazy game development, plain and simple. Hard pass for me, this is for Marvel simps, full stop.
It is actually really awesome. I own and have played all the Marvel RPGs (except the first one by Marvel Studios that used stones - I own it but never played it) and this one is really good.
I dont have high hopes for the game. Bought the play test rules and downloaded the pdf updates. Now I get it, I am a fan of Marvel but not all things "Marvel" are AMAZING! I am willing to bet folks with have to make homebrewed rules to make things work or for balance. And that the party has to agree on street level campaigns or cosmic encounters. Thor wont be able to run with Rocket unless each gets their equal match in opponents. I think they should have kept Marvel Heroic but they dropped it and then when D&D surged to new heights with Critical Role, they decided to jump back in the RPG realm and make some money. I think people will "collect" it. Diehards will play it. I dont see it lasting long. I myself prefer the Marvel Heroic version from 2014.
Wait. You're frustrated because you can't build DC characters? The 616 system was specifically designed to be Marvel and nothing else. Now. I'm not sold on the system but I'll be playing this Saturday to see if the multiply then add damage formula is too cumbersome. FWIW there's nothing for gravity manipulation, but I had a character skin telekinesis and spider powers to give that effect.
Don’t forget the Squadron Supreme is a direct copy of the Justice League and the Imperial Guard are a carbon copy of The Legion of Superheroes, so yeah this system needs to be able to handle DC characters.
Thank you. There is DEFINITELY room for expansion rulebooks and such, to be sure. It's the most counter-intuitive experience I've had with character write-ups in a roleplaying game I've seen yet, but as I crunch it more in my head it seems to be making more and more sense and may possibly be the best Marvel tabletop rpg in regards to overall play mechanics I've come across yet, although that'll take some time for me to really chew on.
Agreed. I think they had something clever and new and they just couldn't grab that tiger by the tail. Mechanics wise I still love Marvel Heroic, but I'm a huge cortex prime fan. I think some updates and it will get better.
Amazing channel and video! I'm prepping up for a superhero campaign and trying to find the perfect system for me. Prowlers & Paragons is looking good!
It's a, dare I say, perfect Supers system.
I'm enjoying it so far. Thanks for the rec!
Spiffy intro with the 80's references!
Agree with your choice of Green Lantern as a good character to build. Do you remember when I had to reverse-engineer GL from DC Heroes 1st Ed?
Seems like the classic FASERIP Marvel Super Heroes is still the go-to IMO.
I made the music intro!
"Like if you give Spider-Man a gun he's really fucking dangerous" There's an alternate version of him where he trained with S.H.I.E.L.D. and made it so that his webshooters could also fire bullets. Yes, Spider-Man with a gun IS really fucking dangerous.
When Doc Ock was in Spider Man's body as Superior Spider Man i forget the Villain but he shot someone.The Villain i think was taking hostages and said something about we keep doing this song & dance and you keep getting let out to do this all over again .Superior Spider Man said something about no more and shot him he was a Villain with a metal plate in his head. I think Villains metal plate was making him unstable.
Also a version where he became a mercenary and trained with Wolverine. Needless to say, he's pretty damn deadly if he actually fired bullets instead of webs.
For Telekinetic Manipulation, just use the section on Action Checks - so as the Narrator you can just give your player a target number based on their ability.
For a Rank 4 character, if you determined that it was a challenging action to pick something up with his Telekinesis the player needs a 14.
If you want to define your character by saying he can lift ten tons with his Telekinesis feel free. It's just not entirely necessary at most tables. If you are trying to lift an X-Wing out of the swamp, I am going to say roll.
If they included every detail on every power it would make a really massive book. They should do it like the old rolemaster...One book on each topic/Power type. Make many smaller Supplement books.
The stuff you talked about here was pretty much the same as your first impressions video on this game. If possible, could you go over what playing the game is like at some point, especially combat?
Also, could you go over your Green Lantern build using MMRPG?
I got the book i like it some of the powers need more Explanation & the Character Profiles . Some of the Character abilities seem left out of their profile or no as strong as they are in the comics . They made this system so everyone all ages can play it i'm still going get the 3 expansions so far . The Kang expansion is said to have new Characters & powers i wonder if as new stuff comes out they expand a characters profile or update powers and what not . Their failed Marvel Universe game had 3 books and updated powers and game play between the books . Marvel Universe i think could have stuck around if it had a dice system people didn't want lug around 200 x 2 or so of color pieces of a object .
Game is great, Im really excited for the other books coming out. The powers are great, I like this approach much more than the classic FASERIP and M&M. Very modern, addressing a lot of my qualms with the old systems
Like?
It sounds like it wouldn't even be good source material for converting characters to other systems.
No, you'd be better off just reading the comics or watching the movies and going forward from there.
Nah, they lost me at 100 pages of NPCs. 100 pages of NPCs is a supplement, the core book needs to address everything game related. This is lazy game development, plain and simple. Hard pass for me, this is for Marvel simps, full stop.
I don't disagree with that assessment.
It's trash. The only fun Marvel ttrpg is TSR's.
I enjoyed the SAGA system quite a bit, but ol' FASERIP is still superior for sure :)
That is a classic. I also enjoyed heroic roleplaying and the one with the card system.
It is actually really awesome. I own and have played all the Marvel RPGs (except the first one by Marvel Studios that used stones - I own it but never played it) and this one is really good.
Spot on, my dude, spot on. Percentiles 4lyfe.
It sounds like a terrible system or at least like it is half finished.
It is way better than this review indicates. Look into it for yourself.
I dont have high hopes for the game. Bought the play test rules and downloaded the pdf updates. Now I get it, I am a fan of Marvel but not all things "Marvel" are AMAZING! I am willing to bet folks with have to make homebrewed rules to make things work or for balance. And that the party has to agree on street level campaigns or cosmic encounters. Thor wont be able to run with Rocket unless each gets their equal match in opponents. I think they should have kept Marvel Heroic but they dropped it and then when D&D surged to new heights with Critical Role, they decided to jump back in the RPG realm and make some money. I think people will "collect" it. Diehards will play it. I dont see it lasting long. I myself prefer the Marvel Heroic version from 2014.
The core release of the game is night and day different than the playrtest. I hated the playtest. I love the release version.@@tabletoptales603
Wait. You're frustrated because you can't build DC characters? The 616 system was specifically designed to be Marvel and nothing else.
Now. I'm not sold on the system but I'll be playing this Saturday to see if the multiply then add damage formula is too cumbersome.
FWIW there's nothing for gravity manipulation, but I had a character skin telekinesis and spider powers to give that effect.
Don’t forget the Squadron Supreme is a direct copy of the Justice League and the Imperial Guard are a carbon copy of The Legion of Superheroes, so yeah this system needs to be able to handle DC characters.