User avatar
FatherJ_ct
Posts: 158
Joined: Wed 21 Sep 2022, 07:38
Location: Northeast U.S.A. [CT]
Contact:

Re: Invincible RPG Quickstart Feedback

Sun 28 Sep 2025, 06:31

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.
Option for Quick action save bystander (move them out of harm's way), sure. But for my two cents, keep having extra stunt for save bystander gives the choice you are mentioning, 3 successes do you save a few bystanders or epic punch the bad guy. Maybe you need the extra successes to save as many people as quickly as possible from falling debris etc.
 
User avatar
Michele
Posts: 118
Joined: Tue 29 Jun 2021, 16:58

Re: Invincible RPG Quickstart Feedback

Sun 28 Sep 2025, 10:06

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.
Option for Quick action save bystander (move them out of harm's way), sure. But for my two cents, keep having extra stunt for save bystander gives the choice you are mentioning, 3 successes do you save a few bystanders or epic punch the bad guy. Maybe you need the extra successes to save as many people as quickly as possible from falling debris etc.

I mean yes it could work also as a Stunt but still has odd implications. For example, Wrecking the Zone gives you +2 dice to the attack roll, thus making it easier to roll a Stunt... so if you Wreck the Zone, it's actually easier to Save Bystanders if it's a Stunt, which is the opposite of what I'd expect!
It is not our part to master all the tides of the world, but to do what is in us for the succour of those years wherein we are set, uprooting the evil in the fields that we know, so that those who live after may have clean earth to till.
 
User avatar
Magnanimous
Posts: 33
Joined: Mon 29 Sep 2025, 13:57

Re: Invincible RPG Quickstart Feedback

Mon 29 Sep 2025, 14:08

My main one is to reserve 1-5 dice for Humans, and keep 6-XX for superhuman. I know that messes up with Strength but it maintains more than it breaks. (OK, maybe 1-6...)
1 = Frail.
Struggles with body weight. (Feeble)
2 = Below Average.
Normal but weak adult. (Poor)
3 = Average.
Everyday human baseline.(Typical)
4 = Trained / Strong.
Fit soldier (Good)
5 = Olympic-level Powerlifter.
Peak human condition. (Excellent)
6 = Lift a Car with Effort.
 (Remarkable)
7 = Rip a Steel Door, Throw a Motorbike.
 (incredible)
8 = Flip a Tank, Collapse a Wall. (Amazing)
9 = Reconfigure Landscapes.
Breaks bridges.... (Monstrous)
10+ = now you're in the realm of HyperStrength, an actual Strength power.

With respect, I would be cautious about moving over to this scale.
You are asking for more granularity for street-level human characters -the kind that are not really present in the Invincible universe. While this approach is OK for a generic system, Daredevil, Batman, and other street-level heroes are not a thing in Invincible AFAIK. I can see your rationale but the game is not Marvel FASERIP and we shouldn't try to alter it greatly to simply make converting FASERIP characters easier. We need to know what the full beta rules are.
 
User avatar
Magnanimous
Posts: 33
Joined: Mon 29 Sep 2025, 13:57

Re: Invincible RPG Quickstart Feedback

Mon 29 Sep 2025, 14:12

If not already planned for the main rules:
  • Movement speeds also listed in Miles Per Hour
  • A full table of Benchmarks
  • Defining levels of Skills with names like 'Skilled', 'Expert', 'Mastery' etc. or a least saying 'Knowledgable +3 is 'Mastery' or relevant term in its description.
 
User avatar
Daydren
Posts: 41
Joined: Thu 11 Apr 2024, 04:30

Re: Invincible RPG Quickstart Feedback

Mon 29 Sep 2025, 14:30

Not sure how I feel about karma points... I like the concept but not sure about the name. Karma wasn't really a thing in the comics or show. YES the characters had consequences for their actions and how people saw them, BUT they didn't just chalk it up to karma that I recall. (Admittedly it's been a while since I read the comics.)

It just feels off theme. Maybe a renaming of it that feels more immersove to the invincible univers?
 
User avatar
Magnanimous
Posts: 33
Joined: Mon 29 Sep 2025, 13:57

Re: Invincible RPG Quickstart Feedback

Mon 29 Sep 2025, 18:55

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.

I think you are right, if you are looking at the game from a realist perspective, but it's not about that. It's comic book action with comic book physics and expectations. It's about heroes not dying often and summing several stats for hits/health points is pretty standard across the action genre. A character's combat ability, reaction and brawn should all affect how they take damage.

My question is, why should a superhero with Strength 2, Agility 2, and Fighting 8 (Astounding) not survive a Blast 12 explosion or a fall from a tall building?

My replies on here are meant as a counterpoint :idea: not a criticism.
 
User avatar
Michele
Posts: 118
Joined: Tue 29 Jun 2021, 16:58

Re: Invincible RPG Quickstart Feedback

Tue 30 Sep 2025, 10:50

A character's combat ability, reaction and brawn should all affect how they take damage.

They already do that. When you block, you roll Fighting to cancel damage; when you dodge, or try to cushion a fall, you roll Agility. If Fighting and Agility also contribute to the calculation of Health, in a sense it's as if they were factored in twice, both actively and passively.

My question is, why should a superhero with Strength 2, Agility 2, and Fighting 8 (Astounding) not survive a Blast 12 explosion or a fall from a tall building?

Because I'd expect Fighting to help him in a fight, not in every situation. You don't fight gravity, or an explosion. Now if that character had Strength 2, Agility 8, and Fighting 2 instead, he would indeed be able to very likely survive damage from a Blast (by dodging it) or a fall (by rolling Agility), making the contribution of Agility to Health redundant.

Beyond the thematic reasons, I also find odd that the way Health is calculated now, Strength only contributes 1 point for every 2 ranks. I would expect a much greater divide in Health between different levels of Strength. I mean, with equal Agility and Fighting (let's say 3 for both), I find it super weird that a weak-ish human (Strength 1) and a super-soldier who can lift up to 1 ton (Strength 4) only have a 1-point difference in Health (4 for the weak human, 5 for the super-soldier).
It is not our part to master all the tides of the world, but to do what is in us for the succour of those years wherein we are set, uprooting the evil in the fields that we know, so that those who live after may have clean earth to till.
 
User avatar
pelorus
Posts: 128
Joined: Wed 21 Dec 2016, 10:32
Location: Malta
Contact:

Re: Invincible RPG Quickstart Feedback

Tue 30 Sep 2025, 13:36

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.
Certainly there should be an option to attack the armour!
--
[url]https://www.patreon.com/Lategaming[/url]
See my YZE Games and Supplements on my blog: lategaming.com
 
User avatar
pelorus
Posts: 128
Joined: Wed 21 Dec 2016, 10:32
Location: Malta
Contact:

Re: Invincible RPG Quickstart Feedback

Tue 30 Sep 2025, 13:38

With respect, I would be cautious about moving over to this scale.
You are asking for more granularity for street-level human characters -the kind that are not really present in the Invincible universe. While this approach is OK for a generic system, Daredevil, Batman, and other street-level heroes are not a thing in Invincible AFAIK. I can see your rationale but the game is not Marvel FASERIP and we shouldn't try to alter it greatly to simply make converting FASERIP characters easier. We need to know what the full beta rules are.
It wasn't about FASERIP charcaters, but content from other YZE games. This soundly breaks the scale which had, for the most part, remained static in all YZE games.
--
[url]https://www.patreon.com/Lategaming[/url]
See my YZE Games and Supplements on my blog: lategaming.com
 
User avatar
pelorus
Posts: 128
Joined: Wed 21 Dec 2016, 10:32
Location: Malta
Contact:

Re: Invincible RPG Quickstart Feedback

Tue 30 Sep 2025, 13:41

Not sure how I feel about karma points... I like the concept but not sure about the name. Karma wasn't really a thing in the comics or show. YES the characters had consequences for their actions and how people saw them, BUT they didn't just chalk it up to karma that I recall. (Admittedly it's been a while since I read the comics.)

It just feels off theme. Maybe a renaming of it that feels more immersove to the invincible univers?
I would agree that Karma isn't the right word. It's lifted straight from Marvel but it feels out of place in the blood-soaked hyperviolent world of Invincible.

I mentioned this in another feedback:

Public Status/Reknown/Fame is not currently present and that's a really big deal in Invincible
As are the stresses on your personal life from maintaining a secret identity.


These are core to the Invincible comic and series.
--
[url]https://www.patreon.com/Lategaming[/url]
See my YZE Games and Supplements on my blog: lategaming.com

Who is online

Users browsing this forum: No registered users and 4 guests