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SW saga edition problems and gotchas?
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<blockquote data-quote="Donovan Morningfire" data-source="post: 4490144" data-attributes="member: 39532"><p>Regarding recovery rates in SWSE, I've been using a house rule that when someone uses Treat Injury on you, you regain hit points equal to one-half their check result, which goes a fair ways towards alleviating the slow recovery times without giving players a high-fantasy degree of 'magical healing.'</p><p></p><p>Another idea is that every character gets a number of Second Winds per day equal to one plus their Constitution modifier, with a minimum of 1. Not quite the full-bore healing surges that D&D provides, but again it does lessen the downtime spent recovering in between fights.</p><p></p><p>Force usage can be overwhelming if you have someone that has over-specialized on using Force powers to the extent they can do little else. Also bear in mind that at the lower levels, most Force-users are only going to have two to four Force Powers available, and depending on their selections not all of them are going to be viable in every encounter.</p><p></p><p>By the same token, someone with Skill Focus (Persuasion) and a few of the talents off the Presence talent tree can be just as nasty. Or worse yet, they dip into Jedi and pick up Adept/Master Negotiator. So it's not just Force-users that can overpower Defenses at lower levels just by taking Skill Focus.</p><p></p><p>In terms of changes, one thing that helps keep a few powers in the corebook in check is that they target the Damage Threshold of the opponent, making things like Force Stun a little less broke-tastic, especially if the opponent has Improved Damage Threshold.</p><p></p><p>As for Fool's Luck, I dropped the bonus to +2 to make it a bit less of an "I Win" button for Scoundrels, especially the Force-using ones.</p></blockquote><p></p>
[QUOTE="Donovan Morningfire, post: 4490144, member: 39532"] Regarding recovery rates in SWSE, I've been using a house rule that when someone uses Treat Injury on you, you regain hit points equal to one-half their check result, which goes a fair ways towards alleviating the slow recovery times without giving players a high-fantasy degree of 'magical healing.' Another idea is that every character gets a number of Second Winds per day equal to one plus their Constitution modifier, with a minimum of 1. Not quite the full-bore healing surges that D&D provides, but again it does lessen the downtime spent recovering in between fights. Force usage can be overwhelming if you have someone that has over-specialized on using Force powers to the extent they can do little else. Also bear in mind that at the lower levels, most Force-users are only going to have two to four Force Powers available, and depending on their selections not all of them are going to be viable in every encounter. By the same token, someone with Skill Focus (Persuasion) and a few of the talents off the Presence talent tree can be just as nasty. Or worse yet, they dip into Jedi and pick up Adept/Master Negotiator. So it's not just Force-users that can overpower Defenses at lower levels just by taking Skill Focus. In terms of changes, one thing that helps keep a few powers in the corebook in check is that they target the Damage Threshold of the opponent, making things like Force Stun a little less broke-tastic, especially if the opponent has Improved Damage Threshold. As for Fool's Luck, I dropped the bonus to +2 to make it a bit less of an "I Win" button for Scoundrels, especially the Force-using ones. [/QUOTE]
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