I should have asked about this sooner.
One thing I’ve been struggling with as MC is using Provoke as Persuade. The results don’t entirely fit. Specifically, the 7-9 results always end up feeling like soft fails, instead of soft hits.
In terms of layout, why would anyone ever want any kind of list (powers, conditions, etc.) that isn’t in alphabetical order? I can see having a special playbook power highlighted at the beginning of the list, but the rest: alpha-numeric please!
Also, it would be super helpful if conditions, their penalties and their cures were all in one place together and on the playbooks. Or at the very least all together on the rules summary.
I’m sure your final text will contain detailed examples of how combat and damage work. We’ve gone from “you get a condition every time you get hit” which was a lot, to “you only get a condition if you choose that from the Take a Mighty Blow move” which means very few conditions. That seems better, but examples FTW.
Did I mention we are enjoying the hell out of this game? We are. It’s exactly the super hero drama RPG I was looking for. Thank you for all your hard work bringing it to us.
You can give a condition on any hard move, even outside of combat. And if PCs aren’t getting enough conditions, there aren’t enough adults trying to Influence Them. A flat 2d6 roll has a lot of opportunity for flubs.
All great feedback, Bryanna Hitchcock! I think you’ll be happy with the final text, which includes a lot of information on the issues you’ve raised here (along with many small changes you’ve called out specifically).