Obryn
Hero
I have a pretty big issue when one way of attacking gives you a nearly automatic hit, and another is 50-50, at best. When that way of attacking runs counter to how I expect Jedi to work, it's a problem for me. It might not be for everyone, but IMO it's the system's achilles heel.Yeah I don't see the problem either, tbh. I suppose that a first level character can run around with +13 Force Slam - but that's not that big a deal. The damage inflicted by these attacks is rarely anough to be determinative of the battle on its own. Which does not minimze the advantages conferred by Force Slam, but knocking the foe prone also gives the for a +5 cover bonus from ranged attacks from ranged allies, too. So it's an attack which is a mixed blassing.
Multiple attacks.Only an idiot stands toe to toe to allow a Jedi armed with a humming plasma sword to potentially get off a full round attack on them so that's not a deficiency in the rules, AFAIAC. To the contrary: that's a good thing. In order for the Jedi to prevent a foe from withdrawing, they have to be flanked or otherwise boxed in, or knocked prone. How is this a problem? What I am missing here?
People who are shooting blasters of various sorts can get multiple attacks basically every round. People with lightsabers have to hope the other guy is going to stand there and take it. This is a pretty major flaw in melee combat, IMO.
One way to solve this - and the way I think I'd go - is by changing to a 4e-style action system, with no full-round actions. Fitting multiple attacks into a standard action honestly isn't a big deal for me, especially when you consider the large accuracy tradeoff in SWSE. Another way would be to allow Melee combatants to move half their speed as part of their full-round attack. A third way would be to give melee folks an ability to punish people who move away.
YMMV - but I don't like that system, as-is.
-O