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<blockquote data-quote="Skeld" data-source="post: 5206684" data-attributes="member: 84713"><p>After having played SE for the last year in a mixed party (half-jedi, half non), this has been my group's #1 complaint. If I remember correctly, all 3 Jedi in our party had UTF modifiers of +12 or +13 at 1st level. One player decided to go "force wizard" with <em>move object</em> and <em>mind trick</em>. I saw it coming though (I'm the GM) and had a talk with the group before and after our first session, just to give them a heads-up about how certain force combos would wreck the game and force me to house rule to avoid spoiling the fun if over-used. Fortunately, my group is pretty reasonable and experienced, so they saw the potential for abuse. The +12 UTF move object versus the Will 10 Stormtropper is just dumb.</p><p></p><p>I wish SE wasn't stuck on the 1/2/5/10 progression for bonuses/penalties. a few +/-3 wouldn't have hurt the game. When next my group goes back to SE (after the current campaign), we've talked about reducing the skill trainnig and skill focus bonuses to +3 from +5. That would turn a 1st-level Jedi's +12 UTF into a +8. Another idea is to grant Jedi Force powers based on level (instead of taking a feat). Maybe grant them a force power each level, which would limit low-level Jedi powers while allowing high-level Jedi to have a large suite and free up those feats for lightsaber combat feats. </p><p></p><p>One thing I did do to encourage Jedi to use lightsabers instead of relying on Force powers was to up the lightsaber damage to 3d8 (at least that put it on par with a heavy blaster pistol). </p><p></p><p></p><p></p><p>Funny. Our next SE game is going to be "bounty hunters."</p><p></p><p>-Skeld</p></blockquote><p></p>
[QUOTE="Skeld, post: 5206684, member: 84713"] After having played SE for the last year in a mixed party (half-jedi, half non), this has been my group's #1 complaint. If I remember correctly, all 3 Jedi in our party had UTF modifiers of +12 or +13 at 1st level. One player decided to go "force wizard" with [I]move object[/I] and [I]mind trick[/I]. I saw it coming though (I'm the GM) and had a talk with the group before and after our first session, just to give them a heads-up about how certain force combos would wreck the game and force me to house rule to avoid spoiling the fun if over-used. Fortunately, my group is pretty reasonable and experienced, so they saw the potential for abuse. The +12 UTF move object versus the Will 10 Stormtropper is just dumb. I wish SE wasn't stuck on the 1/2/5/10 progression for bonuses/penalties. a few +/-3 wouldn't have hurt the game. When next my group goes back to SE (after the current campaign), we've talked about reducing the skill trainnig and skill focus bonuses to +3 from +5. That would turn a 1st-level Jedi's +12 UTF into a +8. Another idea is to grant Jedi Force powers based on level (instead of taking a feat). Maybe grant them a force power each level, which would limit low-level Jedi powers while allowing high-level Jedi to have a large suite and free up those feats for lightsaber combat feats. One thing I did do to encourage Jedi to use lightsabers instead of relying on Force powers was to up the lightsaber damage to 3d8 (at least that put it on par with a heavy blaster pistol). Funny. Our next SE game is going to be "bounty hunters." -Skeld [/QUOTE]
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