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Jedi Counselling 103 - Defense, Offense, and Rules on Mini Names
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<blockquote data-quote="Donovan Morningfire" data-source="post: 3577894" data-attributes="member: 39532"><p>In regards to Defense scores and mooks...</p><p></p><p>Finally played 1st SW game under Saga Ed Rules last night.</p><p></p><p>And yes, the mooks (in this case slavers and pirates; Lvl 3 Non-Heroics) will drop like flies against a party of player characters (in my case, six PCs each at level 6). But then again, they're supposed to drop like flies because they're mooks. And since bad guys with heroic levels should only be used for the finale of the adventure, combat shouldn't be over in a breeze (that was one if the big problems with RCR, especially when Jedi got involved). The big fight was against a level 8 Scoundrel and his four level NH 3/Scout 6 cohorts, and there was just enough drama to keep the players from getting bored with the fight (the Noble proved just how powerful of a support character the class can be thanks to her talent selections) and it took co-ordinated actions and Force Points on the part of the PCs to finally drop the Scoundrel.</p><p></p><p>Also one other thing to consider when squaring off against a high-level big bad are Destiny Points. If they're used in the game, being able to drop a Destiny Point for an automatic critical hit is a pretty potent effect, especially if the character is using a feat to further bolster their damage output (such as Power Attack, Rapid Shot, and Rapid Strike, where the penalty to hit becomes meaningless after spending a Destiny Point).</p><p></p><p>I think the thing to remember is that you shouldn't be using the Heroic classes for non-critical combat encounters; save the straight Heroic classed bad guys for the big finale.</p></blockquote><p></p>
[QUOTE="Donovan Morningfire, post: 3577894, member: 39532"] In regards to Defense scores and mooks... Finally played 1st SW game under Saga Ed Rules last night. And yes, the mooks (in this case slavers and pirates; Lvl 3 Non-Heroics) will drop like flies against a party of player characters (in my case, six PCs each at level 6). But then again, they're supposed to drop like flies because they're mooks. And since bad guys with heroic levels should only be used for the finale of the adventure, combat shouldn't be over in a breeze (that was one if the big problems with RCR, especially when Jedi got involved). The big fight was against a level 8 Scoundrel and his four level NH 3/Scout 6 cohorts, and there was just enough drama to keep the players from getting bored with the fight (the Noble proved just how powerful of a support character the class can be thanks to her talent selections) and it took co-ordinated actions and Force Points on the part of the PCs to finally drop the Scoundrel. Also one other thing to consider when squaring off against a high-level big bad are Destiny Points. If they're used in the game, being able to drop a Destiny Point for an automatic critical hit is a pretty potent effect, especially if the character is using a feat to further bolster their damage output (such as Power Attack, Rapid Shot, and Rapid Strike, where the penalty to hit becomes meaningless after spending a Destiny Point). I think the thing to remember is that you shouldn't be using the Heroic classes for non-critical combat encounters; save the straight Heroic classed bad guys for the big finale. [/QUOTE]
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