overgeeked
Open-World Sandbox
I ran a one-shot playtest of this with the retail release of the rules. It's not good. Even with the updates they made after the alpha/beta release and feedback, it's clunky and overblown. Just about any other version of Marvel RPG would be preferable to this one.
The power structure is overly complicated. Power selection/creation is a nightmare of feat trees with prerequisites and rank (i.e. level restrictions). It approaches the complexity of Mutants & Mastermind's power creation but offers almost none of the flexibility.
The dice are fine but weird. You want to roll high, except rolling low on that one special d6 is good. The six on that die counts as a six...and so does the one...but the one is a super-duper six, giving you the best result possible. I know they're going for "fun synergy" with the 616 universe and couldn't come out with the d666 game system...so the d616 game system it is. It's a novel dice system and the novelty quickly wears off.
The GM advice is pretty good for modern games and superhero games specifically. Not great though and not much of it.
Combat is as involved as 5E combat with more maths. To hit is based on your d616 roll + ability modifier vs TN. You get dis/advantage on dice as per 5E, adding extra d6s and taking the lower/higher based on circumstances. The target number is based on the target's abilities. If you hit, damage is based on the "Marvel die"...that special d6. Again, the 1 counts as a 6...but so does the 6. You then multiply that by some number. You then add your ability modifier to that. The result of all that is your actual damage. Armor lowers the multiplier to your damage...so you need to know that before doing all the maths or you have to do it all again. Getting a crit, rolling a 1 on the special d6, doubles your damage. But this doubling comes at the end, after the first multiplication and the addition of your ability modifier. It's weirdly convoluted.
Most of the art is stellar.
The power structure is overly complicated. Power selection/creation is a nightmare of feat trees with prerequisites and rank (i.e. level restrictions). It approaches the complexity of Mutants & Mastermind's power creation but offers almost none of the flexibility.
The dice are fine but weird. You want to roll high, except rolling low on that one special d6 is good. The six on that die counts as a six...and so does the one...but the one is a super-duper six, giving you the best result possible. I know they're going for "fun synergy" with the 616 universe and couldn't come out with the d666 game system...so the d616 game system it is. It's a novel dice system and the novelty quickly wears off.
The GM advice is pretty good for modern games and superhero games specifically. Not great though and not much of it.
Combat is as involved as 5E combat with more maths. To hit is based on your d616 roll + ability modifier vs TN. You get dis/advantage on dice as per 5E, adding extra d6s and taking the lower/higher based on circumstances. The target number is based on the target's abilities. If you hit, damage is based on the "Marvel die"...that special d6. Again, the 1 counts as a 6...but so does the 6. You then multiply that by some number. You then add your ability modifier to that. The result of all that is your actual damage. Armor lowers the multiplier to your damage...so you need to know that before doing all the maths or you have to do it all again. Getting a crit, rolling a 1 on the special d6, doubles your damage. But this doubling comes at the end, after the first multiplication and the addition of your ability modifier. It's weirdly convoluted.
Most of the art is stellar.
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