Am looking closely at this game. It's like 10 dollars now in a paperback edition, and it looks really interesting. Problem is, using d10s for everything feels like it swings a bit too widely, and the powers seem to look generic, at least on paper. Anyone play the game? How do the mechanics feel when you're actually using powers?
At times it feels like the engine encourages super abilities to the point that regular abilities always feel underpowered. It took me some time to get used to the idea of being able to create anything...I guess most of the time you shouldn't even be testing regular abilities and just say whether or not someone knows something if it's OK for mundanes, but we played a low powered game, so it was going to come up often. Once we figured out how to do that, the flexibility of the system was great.
Missed the mark with this review. What sets Godlike and Wild Talents apart from Champions, M&M, DC Universe and others is the SETTING. Yes, you mention it, but then go generalities. It's detailed and gritty, but then so is Dark Champions. So why this instead of Dark Champions or Noir for Mutants & Masterminds?
Utter disagreement. Just Another Supers Setting, IMHO. What sets Wild Talents apart is two things: 1) SIMPLE effects based superpowers building (does not exist in any game you mention), and 2) Ken Hite's supers setting builder in the back (which is very nice).
As to the game: The stats/skills for Godlike were set up to reflect what abilities would be important in a "WW2 trenches" setting, and Wild Talents is diminished for not changing it's stats/skills into something more generally viable.
Nope, he reviews tabletop roleplaying games. (think D&D and such) But you should still give them a chance, even if they're not what you thought. Wild Talents is a lot of fun, and hey, you might even find a new hobby!
would have liked a little more insight into character generation...for example compared to the old champions style....I understood the 10 sided dice thing, but failed to see like what a character sheet would look like and how combat would work.
each arm and leg has 5 hit points, the torso has 6, and the head has 4 (by default)
combat is fast, you look for matches, the number of matches determine how fast you go, and how much damage you do, the number rolled determines hit location.
attrabutes and skills each cost 5/10/20 points depending on if the die is normal, hard or wiggle. powers are built using a 1/2/4 base, and adds at that ratio if any or all are appropriate. can it: attack, defend, use out of combat, continue without concentration
Am looking closely at this game. It's like 10 dollars now in a paperback edition, and it looks really interesting. Problem is, using d10s for everything feels like it swings a bit too widely, and the powers seem to look generic, at least on paper. Anyone play the game? How do the mechanics feel when you're actually using powers?
nutherefurlong 2 years ago
I guess I'll find out, looks like we'll try it out :)
nutherefurlong 2 years ago
I'm curious about this myself, seems like a very interesting setting and system.
LifegrindX 1 year ago
At times it feels like the engine encourages super abilities to the point that regular abilities always feel underpowered. It took me some time to get used to the idea of being able to create anything...I guess most of the time you shouldn't even be testing regular abilities and just say whether or not someone knows something if it's OK for mundanes, but we played a low powered game, so it was going to come up often. Once we figured out how to do that, the flexibility of the system was great.
nutherefurlong 1 year ago
I was generally drawn to Godlike and Wild Talents because of the Setting, which i loved.
Both have no real backround though. Both Games are generally Supers-Building-Kits, and they do it very well.
Etherlad 2 years ago
You stole my name lolololololol
gamegeek2107 2 years ago
Missed the mark with this review. What sets Godlike and Wild Talents apart from Champions, M&M, DC Universe and others is the SETTING. Yes, you mention it, but then go generalities. It's detailed and gritty, but then so is Dark Champions. So why this instead of Dark Champions or Noir for Mutants & Masterminds?
tclynch 3 years ago
Utter disagreement. Just Another Supers Setting, IMHO. What sets Wild Talents apart is two things: 1) SIMPLE effects based superpowers building (does not exist in any game you mention), and 2) Ken Hite's supers setting builder in the back (which is very nice).
As to the game: The stats/skills for Godlike were set up to reflect what abilities would be important in a "WW2 trenches" setting, and Wild Talents is diminished for not changing it's stats/skills into something more generally viable.
azirk83 3 years ago
Thanks for responding! I'm still getting used to this video blogging thing, so thanks for the tip about the audio.
tclynch 3 years ago
It's cool to hear other gamer's opinions, even if I disagree with them. Keep it up man.
azirk83 3 years ago
@tclynch Just so you know, Dark Champions isn't a super hero setting, it's a modern setting using the Hero System.
MicahWolfe 1 year ago
Keep it up!
MadWritter 4 years ago
Nope, he reviews tabletop roleplaying games. (think D&D and such) But you should still give them a chance, even if they're not what you thought. Wild Talents is a lot of fun, and hey, you might even find a new hobby!
FlenceburgExile 4 years ago
you might have mentioned that it is currently sold out, and the reprint is in the works
remia1 4 years ago
Hey Kurt I've become quite a fan of your reviews and I was wondering what is your favorite supers RPG and why?
Foxwolf2k2 4 years ago
would have liked a little more insight into character generation...for example compared to the old champions style....I understood the 10 sided dice thing, but failed to see like what a character sheet would look like and how combat would work.
acm4bass 4 years ago
each arm and leg has 5 hit points, the torso has 6, and the head has 4 (by default)
combat is fast, you look for matches, the number of matches determine how fast you go, and how much damage you do, the number rolled determines hit location.
remia1 4 years ago
attrabutes and skills each cost 5/10/20 points depending on if the die is normal, hard or wiggle. powers are built using a 1/2/4 base, and adds at that ratio if any or all are appropriate. can it: attack, defend, use out of combat, continue without concentration
remia1 4 years ago
sounds like fun, I might have to look for that one.
commiedeer 4 years ago
great job. keep it up.
Jeffrywith1e 4 years ago