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<blockquote data-quote="HeapThaumaturgist" data-source="post: 3859224" data-attributes="member: 12332"><p>I'm playing in a regular SWSE game, here's my thoughts:</p><p></p><p>Grenade Rules seem ... odd. We weren't sure how they worked, exactly, as the GM was attempting to use them on us. He seemed to think that he would end up with a -10 to get it into a square across a mid-sized room. </p><p></p><p>Force Disarm is stupid-ineffective. I'm a tricked out Ithorian Force Adept with UTF and SF(UTF) and a 16 stat, at 4th level, and my +15 has thus far failed miserably both times I've tried it ON MOOKS. It is, at this point, a wasted power.</p><p></p><p>Absorb Energy rocks at low levels. My guy has two of them and a Force Focus and managed to suck up about 4x his HP in damage over the course of a combat. Of course the GM then decided Force Users were horribly overpowered (even though I was effectively deadlocked re-upping my Absorb Energy until somebody else could get the guy with the blaster off of me).</p><p></p><p>On the whole, some things I don't like. The skill system is already pretty obviously going to be one of those. I'm only going to get WORSE, effectively, with the Force as character levels increase, since Defenses will increase twice as fast as my Force skills. </p><p></p><p>We're playing that Defense is penalized by Condition (since I think it says it right there) and I'm VERY not-fond of Death Spirals. Which, surprise, this creates. If you get hurt bad enough to drop a condition, then you're more likely to get hurt badly enough to drop again, etc etc.</p><p></p><p>Healing is pretty poor, as well. You get a bucket of HP at first level, but no way beyond rest to recoup any but a few of those HP. Additionally, with Skill Focus and Trained early on, about 2nd level or so, it actually is better to use First Aid on an injured teammate with a low Con than Surgery, since capping out and adding points to the First Aid roll is easy while Surgery does always run the risk of death. </p><p></p><p>My Ithorian has the Vital Transfer power and first use I rolled the maximum result ... character with 32hp, down to 2hp, and my maxed out Vital Transfer gave him, oooo, 8hp. Not exactly D&D healing, which is fine, but after any significant combat we have to rest for a long time before we're ready for battle, since weapons do so much damage, characters have so many hit points, but there are no means by which to recover them.</p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 3859224, member: 12332"] I'm playing in a regular SWSE game, here's my thoughts: Grenade Rules seem ... odd. We weren't sure how they worked, exactly, as the GM was attempting to use them on us. He seemed to think that he would end up with a -10 to get it into a square across a mid-sized room. Force Disarm is stupid-ineffective. I'm a tricked out Ithorian Force Adept with UTF and SF(UTF) and a 16 stat, at 4th level, and my +15 has thus far failed miserably both times I've tried it ON MOOKS. It is, at this point, a wasted power. Absorb Energy rocks at low levels. My guy has two of them and a Force Focus and managed to suck up about 4x his HP in damage over the course of a combat. Of course the GM then decided Force Users were horribly overpowered (even though I was effectively deadlocked re-upping my Absorb Energy until somebody else could get the guy with the blaster off of me). On the whole, some things I don't like. The skill system is already pretty obviously going to be one of those. I'm only going to get WORSE, effectively, with the Force as character levels increase, since Defenses will increase twice as fast as my Force skills. We're playing that Defense is penalized by Condition (since I think it says it right there) and I'm VERY not-fond of Death Spirals. Which, surprise, this creates. If you get hurt bad enough to drop a condition, then you're more likely to get hurt badly enough to drop again, etc etc. Healing is pretty poor, as well. You get a bucket of HP at first level, but no way beyond rest to recoup any but a few of those HP. Additionally, with Skill Focus and Trained early on, about 2nd level or so, it actually is better to use First Aid on an injured teammate with a low Con than Surgery, since capping out and adding points to the First Aid roll is easy while Surgery does always run the risk of death. My Ithorian has the Vital Transfer power and first use I rolled the maximum result ... character with 32hp, down to 2hp, and my maxed out Vital Transfer gave him, oooo, 8hp. Not exactly D&D healing, which is fine, but after any significant combat we have to rest for a long time before we're ready for battle, since weapons do so much damage, characters have so many hit points, but there are no means by which to recover them. --fje [/QUOTE]
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