So, I got my copy of the core rulebook last night (courtesy to Amazon), and after some deep reading, I'd like to share my first impressions and my open questions.
First of all, I like the general approach taken by the game, as a fast paced action RPG meant to capture the essence of comic book action. I don't expect to actually get a chance to play the game, but I've always had a soft spot for superhero RPGs, and I wanted to see how this one turned out.
Like I said, I like the approach. I kind of worry that the actual decisions faced by the players during combat (and the game seems to focus pretty strongly on combat and little else - again, keeping in tone with the genre it deals with, so that's not a bad thing) will resolve more around abstract game mechanics than actual in-character decisions.
What I mean is this: You're Ms Marvel. You're fighting someone. In-character decisions would be, for instance, whether to blast the character from afar, go into melee, try a flying ram attack, etc. As a player, none of these decisions really matter. Generally speaking, you'd always end up rolling the same dice, no matter what your character ends up doing, unless of course you decide for the blast attack, which essentially means one of your dice is stepped down from a D10 to a D8. The actual decisions faced by the players, as far as I can see so far, will resolve around the proper use of plot points and how to get the best out of them - something completely alien to your character. As a result, immersion into the game and the character is facing hurdles.
On the other hand, neither does combat seem very tactically challenging. Leaving PPs aside for the moment, you pretty much figure out which combination of Powers gives you the best dice pool ("BDA" - Best Dice Available), and make sure you get to use said dice pool as much as possible. Which is, pretty much always, unless the GM brings up a specific counter for your combo.
Let's take Spiderman as an example, for the moment. Leaving Affiliation and Distinctions out, the BDA on offense are pretty much Specialty (Combat Expert) and the best available powers for both powersets, so most likely Reflexes and Webshooters combined (for a total of D10+D8+D8+misc). In the comics, Spiderman used to punch and kick his foes a lot, most likely because his physical power is higher than the impact of gooey webfluid. Doesn't matter, in the game any attack that doesn't make use of the webbing looses a dice and thereby power / effect.
In other words: Again, making a decision that makes sense in-character (punching the other guy to deliver more damage) actually has the opposite effect in game terms. And worse, there isn't really much of a decision in game terms, as one of them is Strictly Better (to borrow a term from another game).
Now, clever use of PPs might change all of that, I guess, providing a tactical depth that isn't there otherwise, but I haven't really had time to get into PPs and their impact yet.
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The next thing that bothered me, generally speaking, was the selection of characters. I get it, the book is built around a specific Event, so the players will find everything they need for that Event in a single tome (rules, characters, the necessary game master information, etc). And the selection isn't bad, generally speaking:
There have been four pillars/corners of the Marvel universe for a long time: The X-Men, the FF, the Avengers and the New York City street level characters. All of those are presented - but it seems a weird choice to me to focus exclusively at the line-up at a specific point in time. Armor? Really? With far more iconic characters like Thor and Hulk missing? Honestly, which do you think players care more about? Third tier characters they probably don't even know if they didn't follow the specific series at the time, or first tier icons with a huge fan base?
It's even worse for the villains. Carnage is pretty much the only villain in the whole book I'm vaguely familiar with or interested in. I just think ... if you want to focus on events, make scenario books for those, but I'd treat the core rulebook as the tool-box with all the common tools players want to use most.
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Moving on, I'd like to share my thoughts on some of the characters provided in the book:
Captain America
BDA Offense of 10+8+8 (Combat Master, Reflexes, Weapon) and BDS Defense of 12+10+8 (Combat Master, Reflexes, Duration 12 from shield). Really? That's better offense and better defense than anyone else in the book, and we're talking about a guy in human peak condition standing next to:
The Thing and Collossus
Both share BDAs of 12+8 on both Offense and Defense (Combat Expert and either Strength or Duration), making them the most physically powerful characters after Cap. Feels pretty right, I believe, except that they should both take second row compared to:
Sentry
Pretty much Marvel's grittier version of Superman, far more powerful than anyone else in the book, but somehow he ends up with less Strength and Durability than both the Thing and Collossus. Sure, he can boost both of them (at a price), but even with that boost he ends up on the same level as those two (and somehow inferior to Cap). Also, what happened to the Energy Blasts mentioned in the flavor text right next to the stats? Somehow it didn't make it into the actual power list???
I'm also still wondering how exactly you double a power. What does Unleash do? Do you double the result of the dice, or do you get to add another dice for free, or what does it mean?
Ironman
Ironman poses another set of problems. In order to become halfway decent (and live up to his reputation of one of the stronger heroes), he depends on some pretty "creative" combos.
Without a combat Specialty and no defensive power in his Weapon Platform Powerset, we end up with meager 8+8 BDA on offense (Reflexes and Repulsor) and 10 BDA on defense (Durability).
A bit of creativity goes a long way in this case:
Count Tech Master for every maneuver and stunt, with the justification that Tony constantly adjusts the armor systems, and you get a +10 on both BDAs. Next, explain the character uses his flight power to perform evasive aireal maneuvers, and you get another +10 on your defensive BDA, and add flying ram maneuvers (Flight + Strength) to your offensive arsenal, and suddenly we end up with a far more powerful Ironman (10+10+10 on both offensive and defensive), but we're bending the rules quite a bit now.
Human Torch
The situation is even worse for Johnny Storm. Like Ironman, he lacks a combat-suitable Specialty, and using Vehicle Expert seems just too far fetched to me; sure, a trained pilot would be able to execute evasive maneuvers better, but still...
In other words, Johnny ends up with a single D10 in both offensive and defensive BDA, and that again depends on Flight for aerial combat...
Cyclops
Apparently one of the weakest characters in the whole book. His offensive BDA is pretty much average with 10+8 (Combat Expert and Optic Blast), but what about his defense? If I read the rules correctly, he gets a single D8 for Weapon Expert (plus the usual from Affiliation and Distinction), which makes him pretty much a teeth-less glass cannon...
Again, I've got a "creative" solution: Allow Optic Blasts to be used defensively as well. Knock enemies back, deflect incoming missiles from their current vector, counterattack other guys with ranged powers by shooting them before they get to shoot you. Actually, I think this might work surprisingly well, making Cyclops the Master Blaster he was always portrayed as. Doesn't exactly make him more than average in power, but still, might be interesting to watch in game. Just, you know, it keeps breaking the rules...
