Sunday, April 25, 2010

Wild Talents - A review

A few days ago I posted up my first impression on the Wild Talents system, but I'd like to take a slightly more in-depth look at it now. For a basic overview, it's a superhero rpg based without a specific world setting.

Pros:
-simple core mechanic: The base mechanic is dice pool. You roll the applicable pool dice and match numbers. The higher the number matched equals a better success and the more times that number comes up the faster you succeed. See. In one sentence i've explained the core of the system. I hope I don't get yelled at for that.

-flexible character creation system: Although the book supplies a pre-made "miracle cafe" of powers and skills to use the player is free to build their abilities from the ground up through a point buy system. This allows the player the create any possible combination of powers.

-loyalty and passion: I have to give +1 point to any system that has motivations built in for character creation, so this system is no exception.

Cons:
-System flaws: Due to the way the system is built the player can take set dice to build up powers and skills. This means by spending a small amount in character creation gives the player the ability to set a power to always come in sets of 10. In short, the player can critical headshot with every attack action. Again, this is easily addressed during character creation between you and the players, but still it's a shame to see a built-in flaw in the system.

-flexible character creation system: See what I did there? The free-form building system can be a bit daunting for newer players or less advanced gamers.

-Poorly defined combat mechanics: Not a deal breaker for all players, but this system doesn't seem to easily fit a hack and slasher.


Overall, it's a good system but I don't see it replacing our weekly game system anytime soon. We will run a full campaign in it and it's a great exploration into a future-set 'super power' game.

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