Hey, I'm all for crunch, at times, but this is such a misguided approach. A laundry list of nearly identical and opaque powers that are just slight variations on clawing somebody? Spidey's powers for this game are just as bizarre. There's nothing flavorful or considered about these powers.People who like Marvel but dislike narrative mechanic-based RPGs?
Fixed damage with a little randomness can be a fine design to use.Its just a personal preference thing but when bonuses +42 get to be more than double your base roll 3d6 I do start to wonder whats the point.
The original FASERIP system is actually a really solid system. The charts make it feel a little dated but they work well once you get used to them and the Karma and stunt mechanics need some fixing but the base design is solid and IME very easily picked up by novices and casual players with a bit of coaching. Much less daunting than Mutants and Masterminds or other trad type supers games in that respect.Funny enough, the old TSR Marvel RPG seems to still be pretty playable (and flavorful)
For what it’s worth, I’m at a point in my gaming career where “straight out of mid 80s mechanics” is a compliment. There was a lot more willingness to try new mechanics back then, compared to now when folks seem to complain if a game isn’t either 5E or PbtA.No. We tried it. It made our eyes bleed. It looks straight out of mid 80s mechanics