Lol. NotTim, it seems we are kindred spirits sir, we just dig the same kind of entertainment! When I pick up the Kang adventure for it in the fall, don’t watch my video, because I will probably like it as well 😉
One thing I've noticed: While it has rules for you to re-create almost any Marvel character (and any Supe from other settings with some creativity), it doesn't seem to have any rules for 'normal' things like 'Equipment': Vehicles, Weapons, Communications.....any thing we regular humans rely on every day (and something most TTRPGs I've played give at least a few pages of, including most Supers RPGs). I guess you could gloss over stuff like that in game play, though.
You are 100% correct, I think this was a conscious design choice, and somewhat in theme with alot of the genre. Generally in heroes media, they kind of just have all of the stuff that they need and the specific details of the type of gun or vehicle is not important, it is more about the hero using the equipment than the equipment itself. That is reflected in the way the Rank system plays out throughout the system. I think that your point is very valid, it is just a sacrifice they chose to make for faster and more action oriented gameplay. Thanks for the watch!
Lol. Totally get it. I am at my heart a crunch addict, as is indicated by the 10 or so Heroes Unlimited books on my shelf. I love some “simulationist” style to my games, even hero games. But, I do appreciate the effort to make this particular game very approachable for younger and newer gamers. I feel like the system they created has a lot of legs and I look forward to seeing where it goes!
Well. I continue to tinker around with this game, and just a little something that drives me nuts about the overall mechanics regarding character write-ups as well as established write-ups: so as is, She-Hulk is a better lawyer than Daredevil, and has a better initiative modifier. Ummm.....
I think this relates to the Rank system. They created the NPC’s using the same system as a player would. In doing so, it creates situations where higher ranked heroes tend to be better at basically everything, because a lower ranked hero like DD needs all his options to be viable as a hero, so not much left for lawyering and whatnot… but really, how often are you accessing your lawyer mechanics in most hero games? I think that is generally the type of complaint I see the most with the system. I am ok with that trade off, and think it works quite well, but I can see where it annoys people looking for a balanced simulation experience. It is more game than roleplaying simulationist experience.
I know you mentioned solo play but I’d like to know if you’d recommend it for me. It seems interesting and I’ve yet to jump in and play an RPG like this. If you end up recommending this game to me, what do I need to start? Do I need miniatures? Any special dice? Is it all included or is it just a book? Thanks in advance!
Good questions. I will handle them in order. Miniatures, no. You can use them if you want the visual element, but not required. Special dice, no. 3 6-sided dice, one needs to be a different color. The core rulebook has all the rules you need, but keep in mind it has no “starter scenario”. In your case, if you have not jumped into an RPG before it puts a little more pressure on you to generate content (until the Kang adventure comes out in the fall). That said, if you were considering soloing anyway, that is a good segway into picking up Mythic Game Master Emulator, which every RPG player should own anyway. It can help create content. Also, I will do a solo play of this game at some point over the next few months, that may help you decide as well. Thanks for watching!
@@booksbricksandboards783 I really appreciate you getting this info to me. I attempt research and I all I noticed was that the book seemed to not include any scenarios but I wasn’t certain. I remember feeling confused when entering the board game hobby for the first time and I suppose this will be no different in the beginning. It’s good to have someone that is knowledgeable like you because it makes things much easier when it comes to learning and familiarizing myself with this particular portion of the hobby. I’m going to search through your channel to see if you have any solo playthroughs. Thanks again!
SBGK you were there in the very early days of my channel, and you keep coming back to visit, that alone warrants me coming back to provide some more in depth analysis for you 😉.
Which do you recommend? I heard alot of negative things about this (the fact no pdf is available for purchase is already a bad sign) like the profiles for Black Panther talk about how big a melee fighter he is but not his intelligence. It's good at combat but character creation and GMing advice is on the thin side of things. But what do you recommend? Sentinel Comics or this for someone who runs to play in the Marvel Multiverse?
I think that a lot of the negatives I heard were related to the play test document, not the full core rules. The comic depictions vary so much from run to run or even issue to issue, I don’t think there could possibly be a perfect stat block that would hit everyone’s idea of where a hero is at. I think that they built versions that were true to the comics, but also had a play style in mind that you could feel effective on the table, while still having the flavor of the individual heroes. I thought that the character creation section was actually pretty good. I have been able to recreate several different heroes very easily with the core rules. GM wise, other than a starter adventure, I think it has a really good spread for a one book rules set. It has advice for new Narrators (the term for GM in the game) and has suggestions for scaling enemies up or down to create more balanced or dramatic encounters. Good stuff there! The no PDF thing depends on your definition I suppose. If you just mean digital, they do have one on Kindle which I have (I bought the Kindle version and 2 hard copies). The digital version is very easy to navigate and looks great. It does share the same few typos I found in the physical copy right now. As far as which do I recommend, that depends upon the type of story you want to tell. Sentinels tells very free flowing and somewhat more narrative action scenes, and makes the mechanics of the environment part of the experience. Marvel Multiverse RPG really scratches my itches around feeling like it lives in the Marvel world, the theming is quite good. I really like the character creation (not QUITE as well as Sentinel creation, but it has in my opinion the best creation of any RPG), and I like the simple 3d6 and target number resolution mechanic. For me, I have run Sentinels, and I am prepping for a solo run of Marvel, and both have a place for me. If I want something a little more reminiscent of a traditional RPG that is a bit more straight forward, with all the characters I would want to see in it already statted out, I will play Marvel. If I’m putting together a campaign and want something that rewards my players for good roleplay and really pushes the over the top comic book style, I’m going Sentinel. Sentinel IS a better game in my opinion, but it is also a different game, and in my opinion, Marvel is also a very good game, and scratches a different itch for me…. Thanks for watching!
Good question. I think that SW Supers is probably a BETTER mechanical game. It is cleaner, more intuitive and flexible. I think Marvel is a good game, and it brings one thing that is going to be missing from every other alternative, that being official Marvel licensed IP. With the time to create it all, SW could almost certainly do it better, but that is a big caveat. Marvel is easy to teach, plays fairly quick and has a whole catalogue of heroes your players know, and for some groups that is going to be the right answer.
This is a very, very light review of the core book. It would have been nice to see some of the book, turn the pages. It would have been nice to understand to see character creation, world building, factions, etc. ...instead of here's what dice it uses and they have nice examples of marvel characters you know.
Brian, thanks for watching. This actually wasn’t a review. I tried to make that apparent in the title but it seems like it wasn’t as obvious as I intended. I have only had the book for two weeks, so it would not be fair at this point to do a full review (in my opinon). That said, I do have a solo run planned for the channel if you want to see a little more about how the game works.
Have you experienced the game yourself? While you commend the character lineup, I encourage you to engage in a casual encounter like Daredevil taking on 2 or 3 Hydra agents. It becomes evident that lower-tiered characters struggle to effectively combat these minions unless they expend their entire pool of Karma in a seemingly trivial skirmish. Experiment also with scenarios like Hulk versus Wolverine or Spider-Man. You'll observe that agile and martially skilled heroes find themselves overpowered (almost instantly struck) by immensely strong characters. This arises because the game's character selection in the Roster positions super-strong individuals as the preeminent hand-to-hand combatants in the Marvel Universe, thus deviating from the dynamic combat style typical of comic books. Also, a lot of powers need explanation or errata.
I have 30 years of gaming experience and have played several variations of super hero RPG’s in that time, I have also read the core rules cover to cover twice. So, no I have not played the system yet, so take my comments with that in mind. I will be running a solo session as soon as I have the opportunity however. To respond to your concerns, they are actually addressed in the core Rulebook. Daredevil is a rank 2 hero, meaning he would be a 50/50 matchup with another rank 2 or 2 rank 1’s. So he should lose that fight 50% of the time according to the author. If you want to change that, you can weaken the enemies or rank up Daredevil. The Hulk is a rank 6, and Spidey is a rank 4. Meaning Hulk would be a good match for Spidey and 3 other similarly powered heroes. Again 50/50 in that case (according to the author). Power levels in the actual comics always scale according to what the story requires, so it is impossible to make every matchup work as they do in various comic matchups. It sounds like you would be better off playing something like Sentinel Comics RPG, which is more abstracted to handle sliding power scales. I actually scheduled a video to come out about Sentinel Comics RPG earlier today, you should give it a look.
@@booksbricksandboards783 Sentinels is also explicitly designed so that being defeated in a scene (ie going Out by reaching zero Health) isn't the worst thing ever and should happen somewhat regularly. Character mortality is wholly under the control of the player, and even Out characters can contribute to their still-active allies to a limited degree. Coming back from Out between scenes is also a speedy process, and the GYRO system means that starting a future action scene in Yellow or even Red status isn't always a negative. Having more powerful abilities and synergies available immediately often makes up for the lower starting Health, and many characters are extremely tough to finish off or even keep down in the Red zone, depending on what abilities they selected. Seen more than a few fights end in a turn two rout because the heroes were so battered from previous events they could open up with hugely powerful Red abilities and smash the baddies flat - which feels very on-brand for comics. Heroes always seem to find that extra effort when things are at their most dire. Even a TPKO is generally just an excuse to wake up as prisoners or being tended to by EMTs after the villains withdrew, setting the team up for a daring escape or doing some prep work to salvage their reputation by foiling their foes next time they meet. None of the "everybody back to character gen" issue so many rules sets push you into in those cases. Admittedly, that won't help much if you're playing a solo hero, but the characters are simple enough that managing a dynamic duo by your lonesome isn't hard, or you cold include a team of allied heroes written up as lieutenants for more warm bodies. The scene design system and action economy does struggle with a single PC as written, although it's not impossible to reskin things to make it work better. That single d6 minion actually represents a gang of multiple thugs, your basic villain becomes a lieutenant-grade foe, and full villain writeups are major Big Bads who a solo hero wouldn't face without some advantage - allies, a friendly environment, challenges that can seriously weaken or even foil the villain if Overcome, etc.
Yes the “consequences” aspect of Sentinels seems to be very reminiscent of the spirit of Fate RPG. A lot of narrative control of what it means to suffer a consequence. Also much more flexibility in mixing types and scales of heroes, which I believe is what the original poster seems to dislike about the Marvel system. He also mentioned the powers not being clear, but I can’t really speak to that part because they all seemed very straightforward to me. My guess is they might not all work the way he wanted them to, and that caused some cognitive dissonance, but that is pure speculation. Just trying to turn him onto a game that might be more built to what he seems to be wanting. That all said, I’m still really digging the MM RPG as well. Planning out some random sandbox content creation with it soon! Thanks for watching and sharing.
@@booksbricksandboards783 I understand that I have the freedom to reimagine the entire Marvel Roster according to my preferences. As a fellow seasoned game master with over 35 years of experience and a wide array of games under my belt, I find the new Core Marvel mechanics promising. However, I'm somewhat puzzled by the lack of consistency between the characters they've designed in this iteration compared to previous versions of the game. For instance, let's take a look at the MSHRPG system. In that iteration, Hulk boasted a Fighting score of Remarkable (30), Daredevil his Incredible (40), and Captain America led the pack with Amazing (50). In the Marvel Super Heroes Adventure Game, Hulk is a Bruiser relying on his Agility 3 to strike foes, while Daredevil and Cap have 10. Moving on to the MURPG system, Hulk's Close combat score stood at 3, Daredevil at 5, and Cap at 7. Now, in this new roster, we find Hulk's Melee rating at 9 (the best in the Marvel Universe), Cap at 6, and Daredevil at 2! It's reasonable to assume that Hulk should hold his own and win against a sizeable group of heroes, given his immense strength. However, with a Melee rating of 9, Hulk auto-hit Daredevil, whose defense is a mere 12. Additionally, Hulk has a 62.5% chance of successfully striking Spider-Man, even with the web-slinger's defense of 19. Typically, in comics and other Super-Heroes RPG, agile and combat expert heroes should have a fair shot at evading attacks from super-strong characters, but this dynamic seems to be lacking in this iteration of the game. Moreover, the stark contrast becomes evident with Daredevil, where the odds of him being overcome by a mere pair of Hydra agents stand at 50%. This prompts a query: Who in Hell's Kitchen would actually desire to engage in such gameplay? I'm aware that there are other superhero games available (currently, my top choice is still Mutants and Masterminds), but the reason for my critique lies in the fact that I've recently invested $75 CAD in the Multiverse Marvel RPG. Hence, this is the one I'm focusing my critique on.
Mr. Etrigan, I tried to keep a constructive dialogue, but it seems like you simply don’t like the game. Perfectly valid perspective, but you don’t seem to be looking for answers but rather just looking for a place to voice your personal gripes (not have a dialogue). I’d suggest making a video regarding why you don’t like the new RPG or perhaps sharing your concerns with the creator. I have played every other Marvel RPG (including the short lived Saga one) and will be playing this one soon. I think your critiques about Hulk being able to smash Daredevil is a style of play that the game is not intended to recreate. The game is designed for rank based play, keeping enemies close to the rank of the heroes (and again, the book does have suggestions for balancing this). As far as Daredevil and the Hydra Agents, I don’t think the aim of the game is to have you playing a lone rank 2 hero. I would expect that the designer planned on Daredevil being a part of a group of 3 to 5 other heroes and then a large number of possible threats in the core book become viable options to have a combat encounter with. Again, I’ve tried to maintain a constructive response here, but if you are already determined you are unhappy and you want the game to do things it isn’t designed to do, I can’t help you out there. By the way, I was using a rough number earlier, I started in RPG’s in 1985, with Marvel Super Heroes by TSR being the second one I played, played it for a decade.
I got my copy signed by Matt Forbeck at Gen Con, super excited to get into a game.
That is a great piece of gaming memorabilia for you to own!
Justin, my friend, you are a bad influence! Your videos frequently lure me to consider purchasing new games, haha.
Lol. NotTim, it seems we are kindred spirits sir, we just dig the same kind of entertainment! When I pick up the Kang adventure for it in the fall, don’t watch my video, because I will probably like it as well 😉
One thing I've noticed: While it has rules for you to re-create almost any Marvel character (and any Supe from other settings with some creativity), it doesn't seem to have any rules for 'normal' things like 'Equipment': Vehicles, Weapons, Communications.....any thing we regular humans rely on every day (and something most TTRPGs I've played give at least a few pages of, including most Supers RPGs).
I guess you could gloss over stuff like that in game play, though.
You are 100% correct, I think this was a conscious design choice, and somewhat in theme with alot of the genre. Generally in heroes media, they kind of just have all of the stuff that they need and the specific details of the type of gun or vehicle is not important, it is more about the hero using the equipment than the equipment itself. That is reflected in the way the Rank system plays out throughout the system. I think that your point is very valid, it is just a sacrifice they chose to make for faster and more action oriented gameplay. Thanks for the watch!
@@booksbricksandboards783 True.
Still, the geek in me wants to see the stats for a Quinjet or the Milano 😅
Lol. Totally get it. I am at my heart a crunch addict, as is indicated by the 10 or so Heroes Unlimited books on my shelf. I love some “simulationist” style to my games, even hero games. But, I do appreciate the effort to make this particular game very approachable for younger and newer gamers. I feel like the system they created has a lot of legs and I look forward to seeing where it goes!
Well. I continue to tinker around with this game, and just a little something that drives me nuts about the overall mechanics regarding character write-ups as well as established write-ups: so as is, She-Hulk is a better lawyer than Daredevil, and has a better initiative modifier. Ummm.....
I think this relates to the Rank system. They created the NPC’s using the same system as a player would. In doing so, it creates situations where higher ranked heroes tend to be better at basically everything, because a lower ranked hero like DD needs all his options to be viable as a hero, so not much left for lawyering and whatnot… but really, how often are you accessing your lawyer mechanics in most hero games? I think that is generally the type of complaint I see the most with the system. I am ok with that trade off, and think it works quite well, but I can see where it annoys people looking for a balanced simulation experience. It is more game than roleplaying simulationist experience.
Well she can read case files so...
I know you mentioned solo play but I’d like to know if you’d recommend it for me. It seems interesting and I’ve yet to jump in and play an RPG like this. If you end up recommending this game to me, what do I need to start? Do I need miniatures? Any special dice? Is it all included or is it just a book? Thanks in advance!
Good questions. I will handle them in order. Miniatures, no. You can use them if you want the visual element, but not required. Special dice, no. 3 6-sided dice, one needs to be a different color. The core rulebook has all the rules you need, but keep in mind it has no “starter scenario”. In your case, if you have not jumped into an RPG before it puts a little more pressure on you to generate content (until the Kang adventure comes out in the fall). That said, if you were considering soloing anyway, that is a good segway into picking up Mythic Game Master Emulator, which every RPG player should own anyway. It can help create content. Also, I will do a solo play of this game at some point over the next few months, that may help you decide as well. Thanks for watching!
@@booksbricksandboards783 I really appreciate you getting this info to me. I attempt research and I all I noticed was that the book seemed to not include any scenarios but I wasn’t certain.
I remember feeling confused when entering the board game hobby for the first time and I suppose this will be no different in the beginning. It’s good to have someone that is knowledgeable like you because it makes things much easier when it comes to learning and familiarizing myself with this particular portion of the hobby.
I’m going to search through your channel to see if you have any solo playthroughs. Thanks again!
SBGK you were there in the very early days of my channel, and you keep coming back to visit, that alone warrants me coming back to provide some more in depth analysis for you 😉.
@@booksbricksandboards783 You we’re actually one of the first channels I ran into that had no fear in saying, “God bless!”
I appreciate that you notice.
Which do you recommend? I heard alot of negative things about this (the fact no pdf is available for purchase is already a bad sign) like the profiles for Black Panther talk about how big a melee fighter he is but not his intelligence. It's good at combat but character creation and GMing advice is on the thin side of things.
But what do you recommend? Sentinel Comics or this for someone who runs to play in the Marvel Multiverse?
I think that a lot of the negatives I heard were related to the play test document, not the full core rules. The comic depictions vary so much from run to run or even issue to issue, I don’t think there could possibly be a perfect stat block that would hit everyone’s idea of where a hero is at. I think that they built versions that were true to the comics, but also had a play style in mind that you could feel effective on the table, while still having the flavor of the individual heroes. I thought that the character creation section was actually pretty good. I have been able to recreate several different heroes very easily with the core rules. GM wise, other than a starter adventure, I think it has a really good spread for a one book rules set. It has advice for new Narrators (the term for GM in the game) and has suggestions for scaling enemies up or down to create more balanced or dramatic encounters. Good stuff there!
The no PDF thing depends on your definition I suppose. If you just mean digital, they do have one on Kindle which I have (I bought the Kindle version and 2 hard copies). The digital version is very easy to navigate and looks great. It does share the same few typos I found in the physical copy right now.
As far as which do I recommend, that depends upon the type of story you want to tell. Sentinels tells very free flowing and somewhat more narrative action scenes, and makes the mechanics of the environment part of the experience. Marvel Multiverse RPG really scratches my itches around feeling like it lives in the Marvel world, the theming is quite good. I really like the character creation (not QUITE as well as Sentinel creation, but it has in my opinion the best creation of any RPG), and I like the simple 3d6 and target number resolution mechanic. For me, I have run Sentinels, and I am prepping for a solo run of Marvel, and both have a place for me. If I want something a little more reminiscent of a traditional RPG that is a bit more straight forward, with all the characters I would want to see in it already statted out, I will play Marvel. If I’m putting together a campaign and want something that rewards my players for good roleplay and really pushes the over the top comic book style, I’m going Sentinel. Sentinel IS a better game in my opinion, but it is also a different game, and in my opinion, Marvel is also a very good game, and scratches a different itch for me…. Thanks for watching!
How does this compare to Savage Worlds Supers?
Good question. I think that SW Supers is probably a BETTER mechanical game. It is cleaner, more intuitive and flexible. I think Marvel is a good game, and it brings one thing that is going to be missing from every other alternative, that being official Marvel licensed IP. With the time to create it all, SW could almost certainly do it better, but that is a big caveat. Marvel is easy to teach, plays fairly quick and has a whole catalogue of heroes your players know, and for some groups that is going to be the right answer.
This is a very, very light review of the core book. It would have been nice to see some of the book, turn the pages. It would have been nice to understand to see character creation, world building, factions, etc. ...instead of here's what dice it uses and they have nice examples of marvel characters you know.
Brian, thanks for watching. This actually wasn’t a review. I tried to make that apparent in the title but it seems like it wasn’t as obvious as I intended. I have only had the book for two weeks, so it would not be fair at this point to do a full review (in my opinon). That said, I do have a solo run planned for the channel if you want to see a little more about how the game works.
Have you experienced the game yourself? While you commend the character lineup, I encourage you to engage in a casual encounter like Daredevil taking on 2 or 3 Hydra agents. It becomes evident that lower-tiered characters struggle to effectively combat these minions unless they expend their entire pool of Karma in a seemingly trivial skirmish. Experiment also with scenarios like Hulk versus Wolverine or Spider-Man. You'll observe that agile and martially skilled heroes find themselves overpowered (almost instantly struck) by immensely strong characters. This arises because the game's character selection in the Roster positions super-strong individuals as the preeminent hand-to-hand combatants in the Marvel Universe, thus deviating from the dynamic combat style typical of comic books. Also, a lot of powers need explanation or errata.
I have 30 years of gaming experience and have played several variations of super hero RPG’s in that time, I have also read the core rules cover to cover twice. So, no I have not played the system yet, so take my comments with that in mind. I will be running a solo session as soon as I have the opportunity however. To respond to your concerns, they are actually addressed in the core Rulebook. Daredevil is a rank 2 hero, meaning he would be a 50/50 matchup with another rank 2 or 2 rank 1’s. So he should lose that fight 50% of the time according to the author. If you want to change that, you can weaken the enemies or rank up Daredevil. The Hulk is a rank 6, and Spidey is a rank 4. Meaning Hulk would be a good match for Spidey and 3 other similarly powered heroes. Again 50/50 in that case (according to the author). Power levels in the actual comics always scale according to what the story requires, so it is impossible to make every matchup work as they do in various comic matchups. It sounds like you would be better off playing something like Sentinel Comics RPG, which is more abstracted to handle sliding power scales. I actually scheduled a video to come out about Sentinel Comics RPG earlier today, you should give it a look.
@@booksbricksandboards783 Sentinels is also explicitly designed so that being defeated in a scene (ie going Out by reaching zero Health) isn't the worst thing ever and should happen somewhat regularly. Character mortality is wholly under the control of the player, and even Out characters can contribute to their still-active allies to a limited degree. Coming back from Out between scenes is also a speedy process, and the GYRO system means that starting a future action scene in Yellow or even Red status isn't always a negative. Having more powerful abilities and synergies available immediately often makes up for the lower starting Health, and many characters are extremely tough to finish off or even keep down in the Red zone, depending on what abilities they selected. Seen more than a few fights end in a turn two rout because the heroes were so battered from previous events they could open up with hugely powerful Red abilities and smash the baddies flat - which feels very on-brand for comics. Heroes always seem to find that extra effort when things are at their most dire.
Even a TPKO is generally just an excuse to wake up as prisoners or being tended to by EMTs after the villains withdrew, setting the team up for a daring escape or doing some prep work to salvage their reputation by foiling their foes next time they meet. None of the "everybody back to character gen" issue so many rules sets push you into in those cases.
Admittedly, that won't help much if you're playing a solo hero, but the characters are simple enough that managing a dynamic duo by your lonesome isn't hard, or you cold include a team of allied heroes written up as lieutenants for more warm bodies. The scene design system and action economy does struggle with a single PC as written, although it's not impossible to reskin things to make it work better. That single d6 minion actually represents a gang of multiple thugs, your basic villain becomes a lieutenant-grade foe, and full villain writeups are major Big Bads who a solo hero wouldn't face without some advantage - allies, a friendly environment, challenges that can seriously weaken or even foil the villain if Overcome, etc.
Yes the “consequences” aspect of Sentinels seems to be very reminiscent of the spirit of Fate RPG. A lot of narrative control of what it means to suffer a consequence. Also much more flexibility in mixing types and scales of heroes, which I believe is what the original poster seems to dislike about the Marvel system. He also mentioned the powers not being clear, but I can’t really speak to that part because they all seemed very straightforward to me. My guess is they might not all work the way he wanted them to, and that caused some cognitive dissonance, but that is pure speculation. Just trying to turn him onto a game that might be more built to what he seems to be wanting. That all said, I’m still really digging the MM RPG as well. Planning out some random sandbox content creation with it soon! Thanks for watching and sharing.
@@booksbricksandboards783 I understand that I have the freedom to reimagine the entire Marvel Roster according to my preferences. As a fellow seasoned game master with over 35 years of experience and a wide array of games under my belt, I find the new Core Marvel mechanics promising. However, I'm somewhat puzzled by the lack of consistency between the characters they've designed in this iteration compared to previous versions of the game.
For instance, let's take a look at the MSHRPG system. In that iteration, Hulk boasted a Fighting score of Remarkable (30), Daredevil his Incredible (40), and Captain America led the pack with Amazing (50). In the Marvel Super Heroes Adventure Game, Hulk is a Bruiser relying on his Agility 3 to strike foes, while Daredevil and Cap have 10. Moving on to the MURPG system, Hulk's Close combat score stood at 3, Daredevil at 5, and Cap at 7.
Now, in this new roster, we find Hulk's Melee rating at 9 (the best in the Marvel Universe), Cap at 6, and Daredevil at 2! It's reasonable to assume that Hulk should hold his own and win against a sizeable group of heroes, given his immense strength. However, with a Melee rating of 9, Hulk auto-hit Daredevil, whose defense is a mere 12. Additionally, Hulk has a 62.5% chance of successfully striking Spider-Man, even with the web-slinger's defense of 19. Typically, in comics and other Super-Heroes RPG, agile and combat expert heroes should have a fair shot at evading attacks from super-strong characters, but this dynamic seems to be lacking in this iteration of the game.
Moreover, the stark contrast becomes evident with Daredevil, where the odds of him being overcome by a mere pair of Hydra agents stand at 50%. This prompts a query: Who in Hell's Kitchen would actually desire to engage in such gameplay?
I'm aware that there are other superhero games available (currently, my top choice is still Mutants and Masterminds), but the reason for my critique lies in the fact that I've recently invested $75 CAD in the Multiverse Marvel RPG. Hence, this is the one I'm focusing my critique on.
Mr. Etrigan, I tried to keep a constructive dialogue, but it seems like you simply don’t like the game. Perfectly valid perspective, but you don’t seem to be looking for answers but rather just looking for a place to voice your personal gripes (not have a dialogue). I’d suggest making a video regarding why you don’t like the new RPG or perhaps sharing your concerns with the creator. I have played every other Marvel RPG (including the short lived Saga one) and will be playing this one soon. I think your critiques about Hulk being able to smash Daredevil is a style of play that the game is not intended to recreate. The game is designed for rank based play, keeping enemies close to the rank of the heroes (and again, the book does have suggestions for balancing this). As far as Daredevil and the Hydra Agents, I don’t think the aim of the game is to have you playing a lone rank 2 hero. I would expect that the designer planned on Daredevil being a part of a group of 3 to 5 other heroes and then a large number of possible threats in the core book become viable options to have a combat encounter with. Again, I’ve tried to maintain a constructive response here, but if you are already determined you are unhappy and you want the game to do things it isn’t designed to do, I can’t help you out there. By the way, I was using a rough number earlier, I started in RPG’s in 1985, with Marvel Super Heroes by TSR being the second one I played, played it for a decade.