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<blockquote data-quote="Steel_Wind" data-source="post: 5206899" data-attributes="member: 20741"><p>Multiple attacks are always at extremely significant negatives to hit far beyond what any D&D player experiences. Even if your character is built to ameliorate those effects, the huge negs persist until about 12th level or so.</p><p></p><p>Given the considerable power imbalance in the game in favor of Jedi already (nobody else gets deflect), this is not a major flaw. It is, to the contrary, one of the means by which Jedi do not utterly dominate combat beyond the realm of the acceptable (which they already can do in large part).</p><p></p><p>But when it comes to multiple attacks -- the Jedi ALREADY get them and without the massive negatives everyone else gets. You cannot ignore the incredible power of<em> Redirect </em>which is always on and lasts the whole encounter -- every encounter<em>.</em> So, in addition to the awesome power of <em>deflect</em>, the Jedi you shot at (and missed) sends your beam attack right back at you (or another target of the Jedi’s choosing) using their kick-ass Use The Force modifier to attack. </p><p></p><p>So there is <strong><em>already</em></strong> an extra ranged attack(s) that a fifth level and higher Jedi is going to have during the course of each round of combat because of their redirect ability -- keying off of their skill bonus for <em>Use the Force</em>, too. You want to alter the combat rules to give them even more attacks -- without the Jedi needing to work for it?</p><p></p><p>Changing this "flaw" to give Jedi a chance to attack more often than they already get -- which is effectively twice or three times every round already -- and leaving the full attack actions to occur on when the Jedi manoeuvres, flanks and boxes the foe in -- is going to result in Jedi blowing through the bad guys at mid-level while totally overshadowing all other non-Jedi characters. </p><p></p><p>That is not a desirable result, imo.</p><p></p><p>The problem of Jedi overshadowing every other player has been a problem in prior incarnations of the <em>Star Wars</em> RPG and from time to time rises its ugly head in <em>SW:SE</em> as well. That said, the Jedi feel plenty Jedi-like even with the trade-offs present in <em>SW:SE</em>.</p><p></p><p>So, while I take your point, I don't see it as a bug - but a feature; moreover, the "cure" is worse than the disease.</p><p></p><p>I'm quite happy with the manner in which withdraw affects melee in <em>Star Wars: SE</em> as it currently stands. It doesn't need changing, imo.</p></blockquote><p></p>
[QUOTE="Steel_Wind, post: 5206899, member: 20741"] Multiple attacks are always at extremely significant negatives to hit far beyond what any D&D player experiences. Even if your character is built to ameliorate those effects, the huge negs persist until about 12th level or so. Given the considerable power imbalance in the game in favor of Jedi already (nobody else gets deflect), this is not a major flaw. It is, to the contrary, one of the means by which Jedi do not utterly dominate combat beyond the realm of the acceptable (which they already can do in large part). But when it comes to multiple attacks -- the Jedi ALREADY get them and without the massive negatives everyone else gets. You cannot ignore the incredible power of[I] Redirect [/I]which is always on and lasts the whole encounter -- every encounter[I].[/I] So, in addition to the awesome power of [I]deflect[/I], the Jedi you shot at (and missed) sends your beam attack right back at you (or another target of the Jedi’s choosing) using their kick-ass Use The Force modifier to attack. So there is [B][I]already[/I][/B] an extra ranged attack(s) that a fifth level and higher Jedi is going to have during the course of each round of combat because of their redirect ability -- keying off of their skill bonus for [I]Use the Force[/I], too. You want to alter the combat rules to give them even more attacks -- without the Jedi needing to work for it? Changing this "flaw" to give Jedi a chance to attack more often than they already get -- which is effectively twice or three times every round already -- and leaving the full attack actions to occur on when the Jedi manoeuvres, flanks and boxes the foe in -- is going to result in Jedi blowing through the bad guys at mid-level while totally overshadowing all other non-Jedi characters. That is not a desirable result, imo. The problem of Jedi overshadowing every other player has been a problem in prior incarnations of the [I]Star Wars[/I] RPG and from time to time rises its ugly head in [I]SW:SE[/I] as well. That said, the Jedi feel plenty Jedi-like even with the trade-offs present in [I]SW:SE[/I]. So, while I take your point, I don't see it as a bug - but a feature; moreover, the "cure" is worse than the disease. I'm quite happy with the manner in which withdraw affects melee in [I]Star Wars: SE[/I] as it currently stands. It doesn't need changing, imo. [/QUOTE]
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