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Re: Invincible RPG Quickstart Feedback

Posted: Tue 30 Sep 2025, 17:09
by Michele
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.

My rational for a Strength power is that STR 1-9 should indicate bodily strength. So you could have a Hulk with STR 9 who is just huge and powerful looking. But he's easily beaten by Infinity Kid with STR 2, but HyperStrength 1. Essentially adding a Higher Scale which then allows you to top that out with Omniman's level of Strength without breaking anything.

STR is the big deal when it comes to Superhero games and a 1-12...limit might just be a bit tight.

Street-level Invincible characters are not as nuanced in terms of Strength as the big-hitters. Even the 1-10 tons range doesn't really have a large number of representatives: Robot, the now-deceased Aquarus, a few others (Damien Darkblood?), while most key characters are actually above the 10 ton limit.
All in all, I think they've done a good job in terms of Strength rank progression: if you want to play a human, you simply choose between weak (rank 1), average (rank 2), peak (rank 3), while there's plenty of room for progression in the higher ranks if you want to scale up you campaign to Viltrumite-level.

Re: Invincible RPG Quickstart Feedback

Posted: Wed 01 Oct 2025, 04:47
by Fred
After running the mock battle, I feel charging stress for every 1 rolled when pushing is a bit brutal for a superhero game. It feels more like something for YZE's grittier settings. Is there a chance to change it, keeping stress only for activating a push?

Re: Invincible RPG Quickstart Feedback

Posted: Wed 01 Oct 2025, 08:06
by pelorus
All in all, I think they've done a good job in terms of Strength rank progression: if you want to play a human, you simply choose between weak (rank 1), average (rank 2), peak (rank 3), while there's plenty of room for progression in the higher ranks if you want to scale up you campaign to Viltrumite-level.
Sure, it's just a suggestion for continuity with other games. It makes human level STR very compressed.
I mean, never mind Street LEvel stuff - there are a heap of characters in there who are "supers" but not Super strong.

Re: Invincible RPG Quickstart Feedback

Posted: Wed 01 Oct 2025, 16:09
by Michele
Monster Girl's role is listed as Brawn in the Quickstart, but in her character sheet she's a Defender (I'm guessing that Brawn is the correct role).

Re: Invincible RPG Quickstart Feedback

Posted: Thu 02 Oct 2025, 17:42
by Michele
I like the rules for Wrecking a Zone, simple and fun, but they seem somewhat lacking to me.

Mainly: if the bonus I get is always the same (+2 dice to my slugfest attack), why would I destroy an entire city street when I can simply destroy a nearby office, causing much less collateral damage for the same bonus?

Right now, wrecking as few zones as possible is also more strategically advantageous, because each zone can only be wrecked once, so limiting the damage as much as possible allows my character to take advantage of the +2 bonus multiple times.

I think the bonus for Wrecking a Zone should be proportionate to how large the zone is, in order to create a sort of trade-off. The larger the zone, the greater the bonus - but also the greater the havoc (and potential civilian casualties). Maybe also using a less steep curve. Something like:

Wrecked Zone Minimum STRENGTH Bonus
Office 3 +1 die
House 4 +2 dice
Warehouse 5 +3 dice
City Street 6 +4 dice
City Block, Skyscraper 7 +5 dice
City District, Hill 8 +6 dice
City, Mountain 9 +7 dice
Etc.

In this way, physically powerful characters would be tempted to destroy larger areas to get greater bonuses, at the cost - of course - of more property damage (and endangering more lives).

Re: Invincible RPG Quickstart Feedback

Posted: Fri 03 Oct 2025, 23:47
by Chrislee66
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).

With respect, I like both the damage spikiness and the armor change, particularly for a superhero game. I love Forbidden Lands, but the swinginess of armor is absolutely one of the biggest friction points in my table's current campaign. I think it would be even more frustrating in a superhero rpg.

Re: Invincible RPG Quickstart Feedback

Posted: Fri 03 Oct 2025, 23:50
by Chrislee66
Agreed. It's great conceptually, but the actual mechanic feels liacking.
I like the rules for Wrecking a Zone, simple and fun, but they seem somewhat lacking to me.

Mainly: if the bonus I get is always the same (+2 dice to my slugfest attack), why would I destroy an entire city street when I can simply destroy a nearby office, causing much less collateral damage for the same bonus?

Right now, wrecking as few zones as possible is also more strategically advantageous, because each zone can only be wrecked once, so limiting the damage as much as possible allows my character to take advantage of the +2 bonus multiple times.

I think the bonus for Wrecking a Zone should be proportionate to how large the zone is, in order to create a sort of trade-off. The larger the zone, the greater the bonus - but also the greater the havoc (and potential civilian casualties). Maybe also using a less steep curve. Something like:

Wrecked Zone Minimum STRENGTH Bonus
Office 3 +1 die
House 4 +2 dice
Warehouse 5 +3 dice
City Street 6 +4 dice
City Block, Skyscraper 7 +5 dice
City District, Hill 8 +6 dice
City, Mountain 9 +7 dice
Etc.

In this way, physically powerful characters would be tempted to destroy larger areas to get greater bonuses, at the cost - of course - of more property damage (and endangering more lives).

Re: Invincible RPG Quickstart Feedback

Posted: Fri 03 Oct 2025, 23:52
by Chrislee66
Agreed. I like playing and running 'good' games, but hard coding morality into the experience system of a gritty superhero rpg seems an odd design choice.
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?

Re: Invincible RPG Quickstart Feedback

Posted: Mon 06 Oct 2025, 03:43
by Fwbean
I like the wrecking a zone option as a way to use slugfest at range with a bonus by destroying the zone, BUT there needs to be an additional mechanic for just throwing an item. Tossing cars, light poles, etc. at enemies is very prevalent in comics, and needs to be more readily available. I wouldn’t expect it to work the same as the wrecking a zone option; maybe attacking with agility, perhaps with bonus dice based on mass of object thrown, then base damage based on slugfest damage?

Re: Invincible RPG Quickstart Feedback

Posted: Tue 07 Oct 2025, 14:21
by Halo
I think the heroes can come up against a Resolve limit quite quickly as it stands, one unlucky early roll and they're in Resolve hell. :D I have not done the math of what the actual odds are, but the players felt they got a lot of stress early on, damage was easier to handle and it felt a bit off.
I don't know what the chances of this happening again and again over more plays, I can only describe how it felt at the table.

Robot was a bit hard to understand for the player, maybe a clear example would have helped a little with someone who isn't hitting that superhard, especially against armor 4 enemies.

I really like that Armor is DR in this version of the system, it feels on theme for the game.

The players did say that they felt like superheroes. I hope that future places to fight have more zones so that powers that lets people move a lot can feel that is useful, but this "cramped" first fight was a good start.