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HunterGreen
Posts: 227
Joined: Fri 12 Jun 2020, 14:59

Re: ALPHA Feedback – Invincible Superhero Roleplaying Core Rulebook

Tue 13 Jan 2026, 22:06

<post deleted>
Last edited by HunterGreen on Mon 02 Mar 2026, 18:29, edited 1 time in total.
Find me and Narvi on the TOR/LOTR:RP Discord: https://discord.me/theonering
 
Mono5140
Posts: 1
Joined: Tue 13 Jan 2026, 23:13

Re: ALPHA Feedback – Invincible Superhero Roleplaying Core Rulebook

Tue 13 Jan 2026, 23:15

Page 32

"Roll a number of dice equal to your Reputation score. If you roll one or more YY, your Reputation precedes you and people have heard of you and your deeds (this is not an attribute roll and cannot be pushed)."

YY should be either 6 or the success symbol, right?
 
NimrodYanai
Posts: 6
Joined: Wed 14 Jan 2026, 01:29

Re: ALPHA Feedback – Invincible Superhero Roleplaying Core Rulebook

Wed 14 Jan 2026, 01:32

A general comment that carries over from the quickstarter - it feels like the language around stress and resolve is inconsistent in ways I sometimes find confusing. Sometimes we talk about adding stress, sometimes about losing resolve. And the inverse, recovery, is also similarly confused. I am not sure if the intent is for me to count stress up from 0 to Resolve, or count Resolve down from max to 0, the way I would with Health. I realize mathematically these are the same thing, but I feel like the wording could be tweaked to align to one or the other.
Totally agree. I just said something similar in the discord channel.
In general, Resolve is a useless term here. There should be only two terms: Health and Stress. Both should have a threshold, and you should accumulate damage/stress up to your threshold, kind of like the Genesys rpg system. It makes much more sense, and would solve this issue where resolve is lowered when stress is gained.
 
NimrodYanai
Posts: 6
Joined: Wed 14 Jan 2026, 01:29

Re: ALPHA Feedback – Invincible Superhero Roleplaying Core Rulebook

Wed 14 Jan 2026, 01:37

Page 12: Health and Resolve.
Since those scores are updated when you increase attributes, there is no need to state “Your starting X score equals…”. You can just write “Your X score equals…” since that will change during the game.

Page 16: Powers
Under Power Boosts and Power Limits you mention “power slot” that apparently is somehow connected to the rank, but under rank this term was not explained. The search function found “slot” only 3 times in the entire book (twice on page 16, once on page 45), and I don’t see it explained anywhere. Is this a leftover from previous rule versions that was scrapped?

Page 44: Using powers
“Others are passively active…”
If something is passive, it cannot be active. It should be just “Others are passive and provide their benefits without an action.”

Do we really need a Power Levels table just to show that powers must be purchased in order? Surely the text explanation is enough, or maybe it can be expanded a little, to save the space and remove that table completely,
 
NimrodYanai
Posts: 6
Joined: Wed 14 Jan 2026, 01:29

Re: ALPHA Feedback – Invincible Superhero Roleplaying Core Rulebook

Wed 14 Jan 2026, 01:45

Page 48, Power Descriptions.
Powers include Range, which is a term not explained prior, so something like 0/1 doesn’t mean anything to the reader. You should at least say before that, when explaining about powers, that the “range is measured by the number of zones away from the character (page XX)” so people will know where to look for this term. It is also consistent with how you structured the rest of the book using page XX markers.
You should phrase that better than I did, obviously :)

Also for power descriptions, there should be a clearer separation between power levels and boosts/limits.
Also, if boosts don’t require higher levels to purchase, then consider putting them before the higher power levels. The way it is now is confusing because you start with levels (which have requirements for the levels before them), then suddenly it changes to boosts/limits which have the same exact formatting.
It should be:
Boosts
Limits
Title: Power Levels
Power levels
 
NimrodYanai
Posts: 6
Joined: Wed 14 Jan 2026, 01:29

Re: ALPHA Feedback – Invincible Superhero Roleplaying Core Rulebook

Wed 14 Jan 2026, 02:05

Some of the powers’ explanations are not as clear as they can be.
For example, “Luck control” states “Also as a quick interrupt action, you can force a re-roll for a critical injury…”.
Does that also require taking 1 Stress? Because the way it is currently phrased suggests only adding +/- dice requires stress.
 
zcthu3
Posts: 170
Joined: Wed 29 May 2019, 10:34

Re: ALPHA Feedback – Invincible Superhero Roleplaying Core Rulebook

Wed 14 Jan 2026, 05:56

p98 Doomsday Device refers to a Blast 10 explosion but doesn’t give a page reference. As the rules for explosions appear later, would be useful to have to the page reference.
 
zcthu3
Posts: 170
Joined: Wed 29 May 2019, 10:34

Re: ALPHA Feedback – Invincible Superhero Roleplaying Core Rulebook

Wed 14 Jan 2026, 06:05

Slugfest rules p84 state "If you roll more than one in a slugfest attack, you may choose to spend the extra beyond the first to trigger stunts."

Armour reduction for extra damage from stunts is a bit vague.

Page 88 example:

"Example: Slugfest. Tether Tyrant decides not to block, to save his quick action for his turn. Bulletproof rolls six dice for his Incredible FIGHTING. He rolls three (6s) The first means he hits and deals his Slugfest Damage of 4 to Tether Tyrant (which is reduced to 2 as a result of the villain’s Armor). Bulletproof can use the two extra for stunts. He chooses Extra Damage to deal an additional 4 points of damage, for a total of 6. He also chooses knockback...

The additional 4 points of Extra damage should be 2, for a total damage of 4 as this is only one extra damage stunt and this is still reduced by armour, but that isn't clear....

"Extra Damage: You inflict additional damage equal to your Slugfest Damage (or the Damage of your weapon) before any reduction for Armor." p84

The P90 example shows armour being removed for each extra damage dice So... If Tether Tyrant was hit for 2 extra damage stunts, Bulletproof would do 4 additional damage if armour is taken off for each extra damage stunts (4 damage - 2 armour + 4 damage - 2 armour = 4 damage). Is that right?
I’d suggest that the first example is correct - it meets the Extra Damage description (you add the extra damage to the base damage and then subtract armour), and makes sense as it is all one attack. The rules in Explosions work the same way (all damage is added up and then armour applied once0
 
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Tomas
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Re: ALPHA Feedback – Invincible Superhero Roleplaying Core Rulebook

Wed 14 Jan 2026, 12:36

Totally agree. I just said something similar in the discord channel.
In general, Resolve is a useless term here. There should be only two terms: Health and Stress. Both should have a threshold, and you should accumulate damage/stress up to your threshold, kind of like the Genesys rpg system. It makes much more sense, and would solve this issue where resolve is lowered when stress is gained.
The general principle is that damage reduces Health and stress reduces Resolve. You have a maximum Resolve and a current Resolve (reduced by stress) exactly like you have a maximum Health and a current Health (reduced by damage). I feel that's pretty clear? Could you point to specific places in the text where this is confusing? We'd be happy to clarify!
Fria Ligan
 
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Tomas
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Re: ALPHA Feedback – Invincible Superhero Roleplaying Core Rulebook

Wed 14 Jan 2026, 12:38

Slugfest rules p84 state "If you roll more than one in a slugfest attack, you may choose to spend the extra beyond the first to trigger stunts."

Armour reduction for extra damage from stunts is a bit vague.

Page 88 example:

"Example: Slugfest. Tether Tyrant decides not to block, to save his quick action for his turn. Bulletproof rolls six dice for his Incredible FIGHTING. He rolls three (6s) The first means he hits and deals his Slugfest Damage of 4 to Tether Tyrant (which is reduced to 2 as a result of the villain’s Armor). Bulletproof can use the two extra for stunts. He chooses Extra Damage to deal an additional 4 points of damage, for a total of 6. He also chooses knockback...

The additional 4 points of Extra damage should be 2, for a total damage of 4 as this is only one extra damage stunt and this is still reduced by armour, but that isn't clear....

"Extra Damage: You inflict additional damage equal to your Slugfest Damage (or the Damage of your weapon) before any reduction for Armor." p84

The P90 example shows armour being removed for each extra damage dice So... If Tether Tyrant was hit for 2 extra damage stunts, Bulletproof would do 4 additional damage if armour is taken off for each extra damage stunts (4 damage - 2 armour + 4 damage - 2 armour = 4 damage). Is that right?
No, the armor effect is only applied once, even if a stunt is used to increase the damage. The example is correct. Is there some place that indicates that the armor should be applied to each stunt? If so, we'd be happy to clarify. :)
Fria Ligan
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