This is awesome! I REALLY like the wide array of powers that are available at level 1. So many Superhero games struggle to give enough power to beginning superheroes for them to actually feel heroic.
The Origins and the Gift/Power/Limit/Issue distinctions are particularly good.
I noticed several instances were the editing and proofreading were subpar, but it's generally easy to determine what was meant.
I particularly liked that it was built for ascending AC. Many OSR games are built so that you need to roll a 20 or higher to hit, after ADDING the opponents AC. This never made sense to me: it is far easier to do the "modern" way of comparing the attack's result to the enemy's AC. Additionally, I don't know why so many OSR games (SWN, Beyond the Wall, and others) feel like the old way of determining saving throws by rolling LOW is a good idea. I think Guardians is very wise to take the modern method (where players always want to roll high).
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