The very fast Reflex Defense scaling will produce an odd effect where medium attack bonuses classes can hit just fine at 1st level (only 5% less often), but will generally miss at higher levels, hitting 25% less often than full attack bonus classes. It looks like they're aiming for full attack bonus characters hitting about 50% of the time, so 20th-level medium attack bonus characters will only hit about 25% of the time. A medium attack bonus character won't contribute much in combat with a blaster at high levels. That's a pretty big departure from D&D, where rogues, clerics, and druids are all pretty effective to very effective in combat at high levels.
I think they may have gone to far in lengthening high-level combats. It seems like the ability to take damage increases rapidly with level, with scaling hit points and Reflex Defense, but the ability to deal damage doesn't really keep pace. A 20th level character with a blaster rifle probably deals something like 4d8+14 damage (assuming Rapid Shot, Weapon Specialization, and Greater Weapon Specialization), which is only x2.3 as much damage as that character was dealing at 1st level. On the other hand, I would guess that his hit points will have increased by a factor of 7 or so, and his relative chance to hit has stayed basically the same (as attack bonus and Reflex Defense increase naturally at the same rate).
Also, I don't think the condition track is a very good mechanic for a Star Wars game when compared to normal D&D hit points. Combat in Star Wars seems to have everybody fighting at full strength until the moment they're incapacitated by a hit. The condition track seems to imply that you're actually getting repeatedly shot by blasters and stabbed by lightsabers and still fighting on, which doesn't seem like anything I remember from the films. On the other hand, regular D&D hit points model fighting at full strength until you're incapacitated very well.
I think they may have gone to far in lengthening high-level combats. It seems like the ability to take damage increases rapidly with level, with scaling hit points and Reflex Defense, but the ability to deal damage doesn't really keep pace. A 20th level character with a blaster rifle probably deals something like 4d8+14 damage (assuming Rapid Shot, Weapon Specialization, and Greater Weapon Specialization), which is only x2.3 as much damage as that character was dealing at 1st level. On the other hand, I would guess that his hit points will have increased by a factor of 7 or so, and his relative chance to hit has stayed basically the same (as attack bonus and Reflex Defense increase naturally at the same rate).
Also, I don't think the condition track is a very good mechanic for a Star Wars game when compared to normal D&D hit points. Combat in Star Wars seems to have everybody fighting at full strength until the moment they're incapacitated by a hit. The condition track seems to imply that you're actually getting repeatedly shot by blasters and stabbed by lightsabers and still fighting on, which doesn't seem like anything I remember from the films. On the other hand, regular D&D hit points model fighting at full strength until you're incapacitated very well.
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