Crothian said:
With a D&D TPK we are jumping to Star Wars. I haven't been keeping up with the buzz on the new game and am wondering if there have been any issues with the new system or little tweaks people have found that it needs.
I haven't played it myself, but there are two house rules I liked (both regarding the skill system):
1) Only the base number of skills for your class are limited to the list of class skills. (Extras from feats - unless class bonus feats - or intelligence do not suffer this limitation)
2) When multiclassing, instead of selecting one of the 1st level class feats of your new class, you can take skill training in a class skill.
I think these house rules fixes most flexibility problems with the skill system, without getting out of line.
Otherwise, I suggest looking into the WotC Errata.
Some people noted that at early levels, Use the Force based powers are sometimes to powerful, since defenses are not at the level the skill is yet. At higher levels, this problem is partially reserved, but by then, most Force Users are probably strong melee fighters and don't have to rely on powers alone, while at early levels, you are only good at one thing.
(A positive result of these rules is that experiencend Jedi are more likely to engage in a Light Sabre Duel, just like in the movies.)
You should check out if that is also true in your game (warn the players that you're looking out for "abuses"/"imbalances" and consider changes) and if that is the case, you might want to implement counter measures.
(A possible fix for Force Grip might be that it requires Concentration -> require an Endurance Check, or that there is some kind of check the victim can make to stop the effect. Maybe also a Endurance check?
Force Push might be a bit harder, but I think a better tactical setup of NPCs can minimize this well. I don't know if other powers proved as problematic.*)
*) Note: I am not sure I got all the power names right, don't have the book at me.