Re: Invincible RPG Quickstart Feedback
Posted: Wed 08 Oct 2025, 17:39
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.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.
I playtested the Quickstart adventure with my group and had exactly the same impressions. Stress can build up very quickly (in true Year Zero fashion), and while it works well in realistic settings such as Alien, Blade Runner or The Walking Dead, it also feels slightly off in a superhero setting where heroes are expected to push themselves a lot. (as for the odds, pushing a 6-dice roll should yield 1.67 Stress on average, so with an average Resolve value of 8, this means characters can push 4-5 rolls before becoming Broken by Stress)
I completely agree with the rest, especially on the Armor as DR. I'll add that the Transformation power of Atom Eve seemed kinda op (she basically carried the whole adventure with that) and we had to limit it somehow, house-ruling that it always requires the expenditure of at least 1 Stress to activate it (so, no free use up to 600 lbs.). Also, Monster Girl was quite the powerhouse, and thanks to her Regeneration and the Hard Hitter talent, felt even stronger than Invincible. In particular, I wonder if Regeneration shouldn't be a fixed value (like 1 Health/turn) instead of the result of a Strength roll, otherwise it risks being too variable (during the fight with the Maulers, she healed 4 Health in one turn!) and probably too weak for characters with a low Strength score.