Post by Derek Raines on Feb 8, 2010 23:35:32 GMT -5
It is obvious from our discussions that the SW Saga edition is a power gamer's dream. Everything stacks, there are tons of options and bonuses for the PCs and it is so accessible that you can literally pick and choose all of the very best and avoid the good, average and terrible.
I started considering what I'd really have to do to make this game fun and cinematic without having to worry about the nature of the beast. The idea of going through every combination of talent trees, classes, skills, destinies, feats, items and powers in order to find what was busted was a task I wasn't willing to go through. Damage output and the ability to hit often can be quite powerful- but can still be managed as a GM by playing with the numbers some. No, the duel nail-in-the-coffins for this system come with:
A. The Ability to make yourself near untouchable by stacking defenses.
B. Chumping tough opponents with cheesy status effects (IE. Spamming powers such as disarm, trip and grab- draining people's condition tracks in a round or two- or locking down their actions)
The defense problem comes down to being a responsible player. Stacking a series of powers, feats, talents and gear just to be untouchable is a choice- don't do it. You don't have to be made of paper, but if you are missed 9 out of 10 times by trained droid assassins or a Sith Lord- we got a problem.
The second problem was a little trickier, but I came up with a simple system for me to use as a GM to combat it. These two options will come in to effect when I consider them needed, but may never hit the table if the party has some balance to it.
1. Diminishing Returns: This is a system used to prevent characters from simply spamming the same powers on their opponents. Basically, the more an opponent is manipulated by a status altering ability the less effective that power is the next time it is used on that foe. (Example: Han Solo attempts to disarm his opponent by shooting the vibro blade from his hand. The shot connects and the thug goes scrambling for his weapon. Pleased with his success, Solo attempts to do the very same thing, but finds his opponent has learned from his carelessness! The Thug now receives a bonus to his defense against being disarmed) Yes, Han Shot First. These returns will be based on who the opponent is (mooks aren't fast learners and may not be swift enough to benefit from diminishing returns) and just how much cheesy goodness may be coming his way. The beneficial part of this for the PCs is that I will allow diminishing returns to the Heroes if they find themselves the victim of an opponent spamming the same cheddar flavored status effects.
2. Scum and Villainy: Many adventures are based around memorable villains and powerful foes. These bad guys offer plot, purpose and struggle that is essential for an epic Star Wars campaign! However, there are certain mechanics of the game that can be exploited to turn even the most powerful villains into little girls. It is with this in mind that I have decided to simply make certain prominent or especially tough opponents immune to certain status effects. This could be a powerful Sith relic that prevents the act of being severed from the force or a pair of magnetic locking gauntlets for the master duelist who does not want to be disarmed from his blade.
Lasting, access to classes and talent trees must reflect your character concept. There must be an in-game reason for selecting these options other than the powers and abilities they grant.
I started considering what I'd really have to do to make this game fun and cinematic without having to worry about the nature of the beast. The idea of going through every combination of talent trees, classes, skills, destinies, feats, items and powers in order to find what was busted was a task I wasn't willing to go through. Damage output and the ability to hit often can be quite powerful- but can still be managed as a GM by playing with the numbers some. No, the duel nail-in-the-coffins for this system come with:
A. The Ability to make yourself near untouchable by stacking defenses.
B. Chumping tough opponents with cheesy status effects (IE. Spamming powers such as disarm, trip and grab- draining people's condition tracks in a round or two- or locking down their actions)
The defense problem comes down to being a responsible player. Stacking a series of powers, feats, talents and gear just to be untouchable is a choice- don't do it. You don't have to be made of paper, but if you are missed 9 out of 10 times by trained droid assassins or a Sith Lord- we got a problem.
The second problem was a little trickier, but I came up with a simple system for me to use as a GM to combat it. These two options will come in to effect when I consider them needed, but may never hit the table if the party has some balance to it.
1. Diminishing Returns: This is a system used to prevent characters from simply spamming the same powers on their opponents. Basically, the more an opponent is manipulated by a status altering ability the less effective that power is the next time it is used on that foe. (Example: Han Solo attempts to disarm his opponent by shooting the vibro blade from his hand. The shot connects and the thug goes scrambling for his weapon. Pleased with his success, Solo attempts to do the very same thing, but finds his opponent has learned from his carelessness! The Thug now receives a bonus to his defense against being disarmed) Yes, Han Shot First. These returns will be based on who the opponent is (mooks aren't fast learners and may not be swift enough to benefit from diminishing returns) and just how much cheesy goodness may be coming his way. The beneficial part of this for the PCs is that I will allow diminishing returns to the Heroes if they find themselves the victim of an opponent spamming the same cheddar flavored status effects.
2. Scum and Villainy: Many adventures are based around memorable villains and powerful foes. These bad guys offer plot, purpose and struggle that is essential for an epic Star Wars campaign! However, there are certain mechanics of the game that can be exploited to turn even the most powerful villains into little girls. It is with this in mind that I have decided to simply make certain prominent or especially tough opponents immune to certain status effects. This could be a powerful Sith relic that prevents the act of being severed from the force or a pair of magnetic locking gauntlets for the master duelist who does not want to be disarmed from his blade.
Lasting, access to classes and talent trees must reflect your character concept. There must be an in-game reason for selecting these options other than the powers and abilities they grant.