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Re: Invincible RPG Quickstart Feedback

Posted: Fri 26 Sep 2025, 17:13
by TheLedZepplin
I’m a little unclear on Challenges. This definitely seems to come right out of the one ring with its Skill Endeavors. However those are well defined in terms of the time limit being a number of attempts. Challenge time limits are not defined in the quick start but also don’t seem to integrate with the challenge rating.

The only example we have is the one shot adventure.

<snipped details to save spoilers >

Are we to understand then that the heroes would need six successes in three rounds to achieve any of the proposed solutions?

If that is indeed the idea the wording here needs some more work. The way it is written now it seems like a single success of any of the proposed solutions solves it.

Re: Invincible RPG Quickstart Feedback

Posted: Fri 26 Sep 2025, 17:42
by TheLedZepplin
You probably caught this one already but at the bottom of page 31 the last sentence seems to have a phrase from another section added on. It reads:

They don’t feel the need for secrecy since they have already secured their freedom and walk away from all this after they deal with the heroes. their findings to the GDA.

Re: Invincible RPG Quickstart Feedback

Posted: Fri 26 Sep 2025, 17:58
by TheLedZepplin
Suggestion:

Armor seems to be eternal in this quick start but I think if armor from gear takes damage it should erode. Either point for point taken or have some sort of Durability rating. The Quickstart doesn’t seem to have any gear providing armor so perhaps this is given greater detail in the core rulebook but I thought I should call it out in case it isn’t planned.

Re: Invincible RPG Quickstart Feedback

Posted: Fri 26 Sep 2025, 18:16
by TheLedZepplin
Well I’ve finished my first pass and provided some feedback here. I’ve also gone on drive-through RPG and left a five star review.

I find myself in a funny position of wanting to support this game but also knowing that playing super powerful characters is one of the reasons I left D&D. In fact, it was the driving force behind stepping away from the game. However, the design team here has found a way to create a compelling supers game while keeping the vicious deadliness of the source material. And that has peaked my interest and tickled that part of my brain that begins thinking about scenarios and villains and the fun that can be had with a TTRPG.

Can’t wait for my Viltrumite pledge to arrive!

Re: Invincible RPG Quickstart Feedback

Posted: Fri 26 Sep 2025, 20:29
by Klyss
Hello everyone,

Maybe it's just my impression, but I feel that the bonus damage from Slugfest for every 6 after the first is too high. In the TV series, there are always quite long fights until someone finally goes down, but with Slugfest Dmg 4 (or even 3) and 3 successes against 0 (everyone has bad luck sometimes), you can easily reach 12 (9) damage (or have I misunderstood the rules?). That's pretty much the end for most superhero (and for most with 9) - even if they have some kind of Armor.
Maybe that's how the game is supposed to feel, but I would probably round down Slugfest Damage (minimum 1) and halve extra damage from additional successes in the homebrew. If only to upgrade the other options.

... and yes, still armor seems to be another thing which is very strong. I like the mechanic from Forbidden Lands, maybe this is a way to make armor a bit more unreliable (and more fun).

Re: Invincible RPG Quickstart Feedback

Posted: Sat 27 Sep 2025, 04:02
by Fred
From the mock battle I'm running, I'm noticing a scarcity of successes. Rarely do I get 2, and the xenomorph is rolling 10d6 almost all of the time.

That may mean that Klyss' concern about damage being too excessive may not born out during play. But I'm curious if during playtest there were comments about a whiff factor. Like, long battles with none or at most 1 success most of the time.

Re: Invincible RPG Quickstart Feedback

Posted: Sat 27 Sep 2025, 10:22
by cussa
From the mock battle I'm running, I'm noticing a scarcity of successes. Rarely do I get 2, and the xenomorph is rolling 10d6 almost all of the time.

That may mean that Klyss' concern about damage being too excessive may not born out during play. But I'm curious if during playtest there were comments about a whiff factor. Like, long battles with none or at most 1 success most of the time.
I don't know if that is the case, but don't forget you can push the rolls, which of course means you possibly taking some stress. But the push mechanic really helps that case.

Re: Invincible RPG Quickstart Feedback

Posted: Sat 27 Sep 2025, 15:02
by Michele
The way Health is calculated has implications that I personally find quite counterintuitive.

In the Quickstart, it is calculated as Strength + Agility + Fighting divided by 2. This feels appropriate when it comes to combat, much less so when the character suffers damage from other hazards: explosions, falls, toxic substances, etc. I mean, how should Fighting make my character more resilient to a fall, or Agility to poisoning?

I find it equally weird that a character with Strength 8, Agility 2, and Fighting 2 has the exact same Health as one with Strength 2, Agility 2, and Fighting 8. I would expect the first, hulk-like character to survive an explosion or a fall from a tall building, while the second - a simple human martial artist - to simply splat on the ground. I just doesn't feel right that they are equally resilient.

I think that Health should be simply calculated as 3 + Strength. With this formula, Invincible, Atom Eve, Robot and Bulletproof would have the exact same amount of Health as now, Monster Girl would have just 1 more Health, and Rex Splode would be - rightfully - squishier (7 Health instead of 9). This would also ensure that even a puny character with Strength 1, Agility 1, and Fighting 1 would be fairly playable, as they would start with 4 Health instead of only 2.

Re: Invincible RPG Quickstart Feedback

Posted: Sat 27 Sep 2025, 16:11
by Michele
Save Bystanders: I think it should be a Quick Action instead of a Slugfest Stunt. It feels odd that I can only save bystanders if I have an opponent to punch, otherwise I can't...

Also, making it a Quick Action would force a hero to choose between saving civilians and blocking an attack, or between saving them and attacking. In either case, it's exactly the kind of tough choices that superheroes make.

Re: Invincible RPG Quickstart Feedback

Posted: Sat 27 Sep 2025, 21:11
by BigGrump (Greg)
The Helping others action is missing from the rules reference sheet. It would be helpful if full actions and quick actions were in alphabetical order. I feel like not having it ordered makes it harder than it should be to find what I need when doing a quick glance to confirm the information.