An after-action report!
I’ve learned a lot from working my way through these characters, and it was generally a lot of fun. So let’s just do some quick summaries of what I’m feeling, especially compared to where I was at based on reading through the character creation section initially.
Backgrounds
I am more convinced than ever that lots of dice is not actually an even match for good dice, and that the Backgrounds that give one strong Quality and one strong Power are a lot better than the others. The roleplaying Quality gives a lot of extra versatility for the Qualities section that I hadn’t thought about, which makes a lot of dice less critical. Also, Academic is worse than I expected in terms of what it does to power sources.
I’m still a bit confused by some of the actual dice choices that Backgrounds make, but they basically work. In my own games I’ll be houseruling the weaker Background arrays up a bit, but it’s not a game-breaker.
Power Sources
I’m a little bit less concerned about power source variation than I was, but the general rule that “not giving a d10 to your Archetype is rough” remains true. Cosmos and Multiverse still need better gifts in exchange for losing an Ability, Experimentation can be worked with (Deep Freeze is a tank!) but doesn’t do a lot for itself, but I think my concerns about the others were overblown.
Archetypes
Aside from Divided, which I’m going to put over in a box on its own labelled “the time-out corner”, the Archetypes all seem to fall into a functional spread when you see them inside full builds. I’m feeling a bit more kind towards Close Quarters Combat after building Archie, and Deep Freeze got some serious use out of Armored (two of the Archetypes I had singled out as weaker), and Modular, which I wasn’t sure about, gave me one of the strongest characters of the set. Transporter is still a bit rough, and as mentioned above, Divided needs substantial boosts to be functional.
Other than that, Archetypes are pretty solid (with a minor note, which I will touch on below.)
Personality
I did not change my opinion of the Personalities at all. I still think that in general, the 6/8/10 ones are a bit stronger than the 10/8/6 ones, but having early access to a persistent Boost can flip that. The 6/6/12 are risky, actually riskier than 6/8/10 since you can boost your Red die in the Retcon step, and both of the ones that don’t use the normal array are just bad.
I think that Mischievous is actually a lot worse than I thought it was, though. It gives 6/8/8 and bonus health calculation, but I only built a single character out of 20 who didn’t have at least a d8 for health calculations, and he had a d6. There’s also a hidden penalty due to the smaller red die that I didn’t take into account when I was first looking over these. The absolute best case is turning Red d10 and no Power (26 Health) into Red d8 and a d12 Power (32 Health), which gives 6 bonus health at the cost of a Red step up, and that only works for heroes that both have a d12 die and absolutely nothing in Mental or Athletic.
There are only four Backgrounds that grant d12s, three of which also have a Mental option. There are only three Power Sources that grant d12s, two of which also have Athletic options. And every Archetype allows either an Athletic option, a Mental option, or both, and also three of them require you to take something that will count and a fourth increases the range of what you can take. So literally, the only reason to not have a die in something Health-boosting is if you have specifically chosen to, and die spreads are wide enough that you’re not likely to be forced into that decision. Especially since both Mental and Athletic are very versatile dice for pools.
If you have at least a d8 in something, you’re looking at a Health difference of 0-2 (depending on if your highest die is a d10 or a d12) in exchange for losing a point off every roll in Red, which is terrible. Even if you only have a d6, it’s a maximum difference of 4 Health, which I don’t think is worth it.
Principles
Okay. Let’s talk Principles.
Ultimately speaking, Principles are conceptually very good. They create roleplaying rules that your character can assert (“Mind control can’t make me betray my ideals! My family can be called on for favours! I can breathe in space!”) and give access to interesting Overwhelms that aren’t tied to specific powers and qualities, which is important especially because most of your powers and qualities will mainly be used for Overcomes.
There are only two problems with Principles, really. One is that they are arranged oddly. The other is that they are arranged unevenly.
Arranged Oddly
So, in theory, there are five types of Principle that you can have, and they’re fairly straightforward:
- Esoteric Principles are about having something weird about you.
- Expertise Principles are about a thing that you are very good at.
- Ideals Principles are about the thing that you believe most strongly in.
- Identity Principles are about who you are and how you present yourself.
- Responsibility Principles are about how being a hero interacts with your life.
This seems reasonable, but in practice there are some weird ducks. Most of the Esoteric Principles make sense to me, although I think I’d consider the Principle of the Time Traveller to be more of an Identity thing. Expertise has thirteen very “this is a thing you’re good at” Principles plus “and also there is a mysterious whisper in your head with its own agenda”, which is the most Esoteric thing I’ve ever heard. Dependance is listed as an Ideal – you…. Believing strongly in being addicted to something? Similarly, the Principle of Great Power could be the Principle of Responsibility, but the wording is all about being very good at something, i.e. an expertise. Ambition and Discovery are listed as Identity, but they’re really all about your ideals.
Savagery is… not a good look, in the vein of a few other “not a good look” bits in this book that aren’t deal-breakers, but make me a touch uncomfortable. Being good in nature and disliking ‘civilization’ should not be tied to rage and/or animalistic behaviour. Yes, I know it’s a trope, but there are tropes that shouldn’t be reproduced.
Anyway. Detective is a Responsibility Principle that really feels like it should be Expertise, or possibly Identity; it’s entirely about your ability to spot hidden things and zero percent about how being a hero interacts with your life, and Veteran is definitely an Identity Principle and not a Responsibility one as presented (although you could build a Veteran Principle that is about your military connections and the effects that has had on you.)
None of that is really a big deal, mind you. It just sort of stands out as a little bit weird to me.
Arranged Unevenly
Now this is a bigger deal, both for Guided and Constructed play. Numbers-wise, there are 12 Identity and Responsibility Principles, 13 Esoteric and Ideals Principles, and 14 Expertise Principles. My instinct was that these would be spread fairly evenly, possibly with a slight tilt towards Ideals and Responsibility Principles since an awful lot of superheroes are defined by what they care about and by how their lives are affected by heroing.
This is not the case.
There are a total of 39 possible options for Principles, based on your Background and Archetype, with Modular providing the Principle of Whatever Other Archetype You Pick. On average, that should be just under eight choices per category. As I discussed over the course of this thread in tones of increasing disbelief, we do not hit the average.
There are 14 different options that give Expertise Principles; over a third of the total. Esoteric and Responsibility clock in closer to average, at 8 and 7 choices respectively. Ideals is below average at 6, and there are only four options that give out Identity Principles – three Backgrounds and a single Archetype.
And I don’t know why this happened. It’s weird. It’s not as though having Expertise critical for many of these options – you would think that a Former Villain would be defined by the Ideals that caused them to reform, or that Reality Shapers would have an Esoteric nature. Couldn’t a Created character be more interested in their Identity than what they’re good at? Shouldn’t a Criminal be defined more by why they’re a criminal, with Identity or Responsibility? Maybe a Minion-Maker should be defined by their Identity, it seems important. Those five shifts would take Expertise down to 9, and boost Esoteric to 9 and Ideals and Identity to 7. (Alternately, you could give the Background step two choices instead of one, although that runs the risk of choice paralysis.)
I don’t know if this just happened organically, or if the creators really wanted “be good at a thing” to be the primary way that characters express themselves, but it feels off, especially since “take a Principle that isn’t the one you’ve been assigned” is considered to be an adjustment equal in impact to getting a third Red Ability or an extra die.
Speaking of which…
Retcons
It will surprise no one to learn that Retcons ended up almost exactly as I expected them to. Generally, by the time I was at the end of the process an extra d6 wasn’t worth losing out on being better in the clutch, especially with all of the Abilities already assigned and a decent spread already in existence. Out of my twenty heroes, eight boosted their Red die, eight more picked a third Red option, three grabbed an extra die, and one swapped two dice to fix their concept. Nobody reassigned an Ability or a Principle.
In general, I think that I would have grabbed the extra die more often if it was a d8, and I’m going to stick with that as a houserule. I also am sticking with my Retcon belief that you should get one bonus and one change, instead of one or the other. The changes don’t affect a character’s power particularly, whereas the bonuses really do. I could be persuaded that “change what die an Ability keys off” qualifies as a power-up, since it makes it easier to focus on one particularly strong die, but in general it’s still not a big deal.
So that’s it. We’re all done. Twenty heroes, united in their desire to save the world, and there is nothing else left to do.
Or is there? What is a hero without villains to face?
That’s right, I built eighteen villains to go up against my heroes! Stay tuned…