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<blockquote data-quote="humble minion" data-source="post: 1441423" data-attributes="member: 5948"><p>I'd definitely agree with this - to a point. Starship combat is a real problem.</p><p></p><p>Are you using the errata that doubles DR and hull points for all ships? It may help a bit. It does have its downside though, in that you can make what should be one-shot mooks a lot tougher than they should be (especially considering how incredibly high the Defence of a small, fast ship can be, but that's a rant for another time). For instance, the pilot PC in my game, in his very powerful (stolen...) experimental heavy fighter, is currently facing a bunch of droid starfighters and is having real problems. His lasers put out something like 8d10x2 damage, which is as high as I'm comfortable going for a fighter, but he still can't get a one-shot kill on the weakest fighter in the game without ridiculous damage rolls (and I've exempted the droid fighter from the double-hull-points thing). In the movies, fighters can only take one or two hits before blowing. Though admittedly if you simulate this accurately in-game, your fighter-pilot PC isn't going to have a lot of fun, or a long lifespan. </p><p></p><p>I haven't had much experience with larger ships yet, but I'm guessing they'll be very fragile. DRs around the 60-70 range will help capital ships a little against fighters, but against 5d10x10 turbolasers they might as well not be there. Still, in most RP campaigns big ships will be the exception. I'd much rather a solid set of rules for fighters and small transports, even if the capital ship rules were a bit flaky...</p></blockquote><p></p>
[QUOTE="humble minion, post: 1441423, member: 5948"] I'd definitely agree with this - to a point. Starship combat is a real problem. Are you using the errata that doubles DR and hull points for all ships? It may help a bit. It does have its downside though, in that you can make what should be one-shot mooks a lot tougher than they should be (especially considering how incredibly high the Defence of a small, fast ship can be, but that's a rant for another time). For instance, the pilot PC in my game, in his very powerful (stolen...) experimental heavy fighter, is currently facing a bunch of droid starfighters and is having real problems. His lasers put out something like 8d10x2 damage, which is as high as I'm comfortable going for a fighter, but he still can't get a one-shot kill on the weakest fighter in the game without ridiculous damage rolls (and I've exempted the droid fighter from the double-hull-points thing). In the movies, fighters can only take one or two hits before blowing. Though admittedly if you simulate this accurately in-game, your fighter-pilot PC isn't going to have a lot of fun, or a long lifespan. I haven't had much experience with larger ships yet, but I'm guessing they'll be very fragile. DRs around the 60-70 range will help capital ships a little against fighters, but against 5d10x10 turbolasers they might as well not be there. Still, in most RP campaigns big ships will be the exception. I'd much rather a solid set of rules for fighters and small transports, even if the capital ship rules were a bit flaky... [/QUOTE]
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