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Guardian/Consular Balance (Redux)
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<blockquote data-quote="HeapThaumaturgist" data-source="post: 2364570" data-attributes="member: 12332"><p>So we're a ways into our SWRPG game ... and the consulars are starting to grumble. It started as some off-hand comments, then some in-game exclamations, and now to Out Of Game complaints.</p><p></p><p>The Guardians all out-perform the Consulars ... hands down, in every category, at all times ... despite my best attempts to mitigate the situation from out of the door.</p><p></p><p>It comes down to there only being so many uses for Bluff and Diplomacy in the world, and even the people who are good with those skills get bored if that's all they do all day each session. </p><p></p><p>There are equally important skills in the game ... Computer Use seems to come up many times per game, and it's a class skill for both classes.</p><p></p><p>Currently we have two Guardians and two Consulars. Out Of Combat, the Ithorian is the mouthpiece for the group ... which he takes to well. Role Playing interaction, however, is Player to Player as much as it is skill based, so in many ways the Guardians are just as engaged during those parts of the game as the other two.</p><p></p><p>The jawa-consular wanted to be the tech/repair/slicer of the group, so to speak, so that's the normal skills he put his ranks into. One of the guardians maxed out Computer Use, and nothing else, really (but for a few Knowledge skills I'm requiring of everybody and handed out free points for) ... his Computer Use is the same as the Jawa's Computer Use. Spreading out his points to do more things, the Jawa also has problems meeting skill checks that scale for level, seeing as they have to be divided between Force Skills and normal skills. </p><p></p><p>The Ithorian, who specialized as a Healer, can use Heal Other really really really well ... but the skill is usable once a day per person and at the best rolls heals up only about as much damage as a blaster or a single lightsaber hit, so it doesn't really HELP that much, especially as he has to take his pants down for a round to do it. So he tends to try and save the Healing until there's going to be dire need, in case his one shot gets used up too early in the day, etc etc. </p><p></p><p>So he's pretty much reduced to following the Guardians around and using Force Push to bowl over enemies. Which, while effective, is TOO effective most of the time. Using Force Strike/Push with the damage "on" nets a DSP but wiping people out left and right doesn't. Which isn't TOO big a deal, but I can tell he feels like a one trick pony.</p><p></p><p>He'd chosen Battle Meditation and Inspire, but the +1 attack bonus costs alot of VP either way and the Guardians each take the first round of combat to "Jedi Buff" with Enhance Ability and Battlemind, so neither of those abilities are really of any use. I even let the +1 stack, but I'm not sure if it should since I think Battlemind is a Force bonus and so is Battle Meditation, but either way, zapping his own VP for 1/6 the bonus to attack rolls to the damage-gods never seems particularly appealing.</p><p></p><p>I'd like to say I'm a pretty good GM. I'm a tinker-er, so I'm trying to find some ways to swing things ... I'm contemplating folding Hide/Move Silently together into a single Stealth skill for the "Jawa Sentinel" to take as a class skill, freeing up a few points ... I passed the Ithorian a free 3 skill points early-game for being the only person to send me a good character background when I asked for them ... etc. Just hard to really argue when the players come to me and say: "Why are we losing out on VP and BAB for 2 skill points? 1 skill point, really." Since the Consulars also happen to be aliens and the guardians also happen to be Human. Any stat differences disappeared with the various Jedi Force Skills that change skill bonuses and abilities. </p><p></p><p>Just ... despite my best efforts, I've got two really GOOD players who are definately less than happy about the way the game is going. </p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 2364570, member: 12332"] So we're a ways into our SWRPG game ... and the consulars are starting to grumble. It started as some off-hand comments, then some in-game exclamations, and now to Out Of Game complaints. The Guardians all out-perform the Consulars ... hands down, in every category, at all times ... despite my best attempts to mitigate the situation from out of the door. It comes down to there only being so many uses for Bluff and Diplomacy in the world, and even the people who are good with those skills get bored if that's all they do all day each session. There are equally important skills in the game ... Computer Use seems to come up many times per game, and it's a class skill for both classes. Currently we have two Guardians and two Consulars. Out Of Combat, the Ithorian is the mouthpiece for the group ... which he takes to well. Role Playing interaction, however, is Player to Player as much as it is skill based, so in many ways the Guardians are just as engaged during those parts of the game as the other two. The jawa-consular wanted to be the tech/repair/slicer of the group, so to speak, so that's the normal skills he put his ranks into. One of the guardians maxed out Computer Use, and nothing else, really (but for a few Knowledge skills I'm requiring of everybody and handed out free points for) ... his Computer Use is the same as the Jawa's Computer Use. Spreading out his points to do more things, the Jawa also has problems meeting skill checks that scale for level, seeing as they have to be divided between Force Skills and normal skills. The Ithorian, who specialized as a Healer, can use Heal Other really really really well ... but the skill is usable once a day per person and at the best rolls heals up only about as much damage as a blaster or a single lightsaber hit, so it doesn't really HELP that much, especially as he has to take his pants down for a round to do it. So he tends to try and save the Healing until there's going to be dire need, in case his one shot gets used up too early in the day, etc etc. So he's pretty much reduced to following the Guardians around and using Force Push to bowl over enemies. Which, while effective, is TOO effective most of the time. Using Force Strike/Push with the damage "on" nets a DSP but wiping people out left and right doesn't. Which isn't TOO big a deal, but I can tell he feels like a one trick pony. He'd chosen Battle Meditation and Inspire, but the +1 attack bonus costs alot of VP either way and the Guardians each take the first round of combat to "Jedi Buff" with Enhance Ability and Battlemind, so neither of those abilities are really of any use. I even let the +1 stack, but I'm not sure if it should since I think Battlemind is a Force bonus and so is Battle Meditation, but either way, zapping his own VP for 1/6 the bonus to attack rolls to the damage-gods never seems particularly appealing. I'd like to say I'm a pretty good GM. I'm a tinker-er, so I'm trying to find some ways to swing things ... I'm contemplating folding Hide/Move Silently together into a single Stealth skill for the "Jawa Sentinel" to take as a class skill, freeing up a few points ... I passed the Ithorian a free 3 skill points early-game for being the only person to send me a good character background when I asked for them ... etc. Just hard to really argue when the players come to me and say: "Why are we losing out on VP and BAB for 2 skill points? 1 skill point, really." Since the Consulars also happen to be aliens and the guardians also happen to be Human. Any stat differences disappeared with the various Jedi Force Skills that change skill bonuses and abilities. Just ... despite my best efforts, I've got two really GOOD players who are definately less than happy about the way the game is going. --fje [/QUOTE]
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