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<blockquote data-quote="Steel_Wind" data-source="post: 5295373" data-attributes="member: 20741"><p>There is really only one significant issue. For some groups. The <em>Skill Focus: Use the Force </em>feat is viewed as too unbalancing by placing too much power in to a low level Jedi’s hands too quickly. It is, far and away, the best feat for any jedi to take. Whenever there is a feat that is absolutely the first “feat” to take without any debate about it, you know that the feat is too powerful. I don’t have that much of a problem with <em>Skill Focus:UtF</em>, but many do and I understand their arguments and I can’t fault their reasoning. </p><p></p><p> If you do have an issue with <em>Skill Focus: UtF</em>, I would suggest that the best fix is for the feat to be restricted to those who have at least one level in the prestige classes Jedi Master or Jedi Knight, only – or their corresponding brethren within the Sith. (You can make allowances for other Force Traditions prestige classes on an <em>ad hoc</em> basis. Basically, this rule puts off the significant power increase in the overall skill bonus to <em>UtF</em> until 8th level – which seems right to many GMs.</p><p></p><p>It does mean that jedi who are not Jedi Knights are <em>significantly</em> less powerful. Of course, depending on where you sit on the argument, that might not be a bad thing at all.</p><p></p><p> With respect to <em>Dawn of Defiance</em>, the main issues with that AP relate to the expansion books you may be using in your campaign. There is definitely a power creep at work in <em>SWSE</em> over the course of the game’s development. While the creep is reasonably balanced across the classes (they all increase in power within an acceptable range, inter se, if all of the expansions are in use) the resulting increase in power then breaks the DoD AP if you don’t revise DoD to integrate the expansion material within it. </p><p></p><p> <em><strong>Short strokes: </strong></em>if you are going to let in a bunch of SWSE expansions – you need to revamp the NPCs and foes in the DoD campaign to compensate. IF you don’t, the PCs are going to blow through the combats in DoD as written too easily. </p><p></p><p>Simply put, when the rules used to make the NPCs are not the same as the rules used to make the PCs – problems can (and in this case, do) occur. </p><p></p><p> I also think the overall climax and final instalment in the DoD campaign is a letdown and is not “uber” enough – but that is a rules independent observation. The big mission at the end seems to me to be too trivial in many respects – or at least – it does not seem to be a big enough deal to cap off a lengthy AP. This is because the players KNOW that the Empire succeeds in their starship construction efforts because we've SEEN the result on screen in the movies. As a result, there is no sense of victory or having made a difference.</p><p></p><p>Of course, that's the problem with setting ANY Star Wars campaign within the Rebellion/Dark Times eras. The immediate future has already been written and we all know how it turns out. It's why I don't like the Rebellion/Dark Times era and far prefer the Knights of the Old Republic timeline -- or better still, the Old Republic era that is being depicted in the forthcoming MMO by BioWare.</p><p></p><p>That’s my take on DoD. YMMV.</p></blockquote><p></p>
[QUOTE="Steel_Wind, post: 5295373, member: 20741"] There is really only one significant issue. For some groups. The [I]Skill Focus: Use the Force [/I]feat is viewed as too unbalancing by placing too much power in to a low level Jedi’s hands too quickly. It is, far and away, the best feat for any jedi to take. Whenever there is a feat that is absolutely the first “feat” to take without any debate about it, you know that the feat is too powerful. I don’t have that much of a problem with [I]Skill Focus:UtF[/I], but many do and I understand their arguments and I can’t fault their reasoning. If you do have an issue with [I]Skill Focus: UtF[/I], I would suggest that the best fix is for the feat to be restricted to those who have at least one level in the prestige classes Jedi Master or Jedi Knight, only – or their corresponding brethren within the Sith. (You can make allowances for other Force Traditions prestige classes on an [I]ad hoc[/I] basis. Basically, this rule puts off the significant power increase in the overall skill bonus to [I]UtF[/I] until 8th level – which seems right to many GMs. It does mean that jedi who are not Jedi Knights are [I]significantly[/I] less powerful. Of course, depending on where you sit on the argument, that might not be a bad thing at all. With respect to [I]Dawn of Defiance[/I], the main issues with that AP relate to the expansion books you may be using in your campaign. There is definitely a power creep at work in [I]SWSE[/I] over the course of the game’s development. While the creep is reasonably balanced across the classes (they all increase in power within an acceptable range, inter se, if all of the expansions are in use) the resulting increase in power then breaks the DoD AP if you don’t revise DoD to integrate the expansion material within it. [I][B]Short strokes: [/B][/I]if you are going to let in a bunch of SWSE expansions – you need to revamp the NPCs and foes in the DoD campaign to compensate. IF you don’t, the PCs are going to blow through the combats in DoD as written too easily. Simply put, when the rules used to make the NPCs are not the same as the rules used to make the PCs – problems can (and in this case, do) occur. I also think the overall climax and final instalment in the DoD campaign is a letdown and is not “uber” enough – but that is a rules independent observation. The big mission at the end seems to me to be too trivial in many respects – or at least – it does not seem to be a big enough deal to cap off a lengthy AP. This is because the players KNOW that the Empire succeeds in their starship construction efforts because we've SEEN the result on screen in the movies. As a result, there is no sense of victory or having made a difference. Of course, that's the problem with setting ANY Star Wars campaign within the Rebellion/Dark Times eras. The immediate future has already been written and we all know how it turns out. It's why I don't like the Rebellion/Dark Times era and far prefer the Knights of the Old Republic timeline -- or better still, the Old Republic era that is being depicted in the forthcoming MMO by BioWare. That’s my take on DoD. YMMV. [/QUOTE]
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