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Grading the Cortex Plus and Cortex Prime System
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<blockquote data-quote="Wofano Wotanto" data-source="post: 9267326" data-attributes="member: 7044704"><p>I'm fairly fond of it but have only played a few homebrew games, never run. As a toolkit it seems quite versatile (born out by the published systems that have used it) although at times gameplay can feel like a flavorless exercise in die rolling unless everyone strives to be descriptive about things. Also seems to have some issues with larger combats (or perhaps my GMs were confused - I didn't own the book at the time) and as Neonchameleon said, it's hard to judge what a reasonable level of opposition is either in or out of combat. It's always harder to give challenge building advice in a toolbox, but Cortex Prime could really benefit from more suggestions on how to avoid unintentional walkovers or wipeouts.</p><p></p><p>I'd be inclined to rate it higher if I didn't prefer its descendent, the Sentinel Comics RPG. It isn't as directly connected to Cortex as Marvel Heroic was and has some glitches of its own, but in many ways it's a streamlined evolution of Cortex Prime with a similar but easier to explain die rolling system and a better (but imperfect) section on designing opposition at various difficulty levels. OTOH, it pays a cost in being much less versatile than Cortex Prime. You can use it for most superhero game styles (and not just in the Sentinels universe, either - all of the folks I've gamed it with used homebrews) but not much else without a lot of work, and really wants you to have at least 3-4 players, so solo or dynamic duo/team-up games require some effort.</p><p></p><p>If you haven't looked at the SCRPG core book already, I'd really recommend doing so if supers gaming is of interest. Its dice mechanics. bonus/penalty system and partially pre-set abilities go a long way toward taking the guts of Cortex and making a sleeker, more easily grasped gameplay experience. If you're not into supers though, it's probably better to stick with Cortex Prime.</p></blockquote><p></p>
[QUOTE="Wofano Wotanto, post: 9267326, member: 7044704"] I'm fairly fond of it but have only played a few homebrew games, never run. As a toolkit it seems quite versatile (born out by the published systems that have used it) although at times gameplay can feel like a flavorless exercise in die rolling unless everyone strives to be descriptive about things. Also seems to have some issues with larger combats (or perhaps my GMs were confused - I didn't own the book at the time) and as Neonchameleon said, it's hard to judge what a reasonable level of opposition is either in or out of combat. It's always harder to give challenge building advice in a toolbox, but Cortex Prime could really benefit from more suggestions on how to avoid unintentional walkovers or wipeouts. I'd be inclined to rate it higher if I didn't prefer its descendent, the Sentinel Comics RPG. It isn't as directly connected to Cortex as Marvel Heroic was and has some glitches of its own, but in many ways it's a streamlined evolution of Cortex Prime with a similar but easier to explain die rolling system and a better (but imperfect) section on designing opposition at various difficulty levels. OTOH, it pays a cost in being much less versatile than Cortex Prime. You can use it for most superhero game styles (and not just in the Sentinels universe, either - all of the folks I've gamed it with used homebrews) but not much else without a lot of work, and really wants you to have at least 3-4 players, so solo or dynamic duo/team-up games require some effort. If you haven't looked at the SCRPG core book already, I'd really recommend doing so if supers gaming is of interest. Its dice mechanics. bonus/penalty system and partially pre-set abilities go a long way toward taking the guts of Cortex and making a sleeker, more easily grasped gameplay experience. If you're not into supers though, it's probably better to stick with Cortex Prime. [/QUOTE]
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