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Game Balance
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jmanski
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PostPosted: Fri May 24, 2013 11:28 pm    Post subject: Reply with quote

And one thing to consider is that almost every movie has that one character who must take cover during the gunfight, but saves everyone later by fixing the radio or something. Playing this character takes more role playing which must be rewarded.

Rewarding roleplaying is important for these players as well as finding ways for them to make important contributions in the game.
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garhkal
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PostPosted: Sat May 25, 2013 2:02 am    Post subject: Reply with quote

crmcneill wrote:
Quetzacotl wrote:
crmcneill wrote:
Because you haven't seen the way I augment Jedi.
That refers to what? (not the "way I augment Jedi", but the "Because")


I mean it in the sense that, if you play by the RAW when designing Jedi characters, then you are correct about how relatively underpowered they can be, especially when starting out. I, on the other hand, have my own house rules made up that tilt the scale somewhat in the Jedi's favor, so the concept of adding "goodies" to the non-FS characters in the party is a good way to balance things out.


So basically you made it an arms race sort of.. by bumping up the jedi's power via HRs, you had to bump everyone else up by other HRs and goodies..
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CRMcNeill
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PostPosted: Sat May 25, 2013 3:10 am    Post subject: Reply with quote

If you want to call it that, fine. I prefer to think of it as a natural progression of causality. By modifying the Jedi to better fit what I see in the films, I increase the power level and effectiveness of Jedi and Force users relative to other characters. As a result, I also allow non-Force user characters to have expanded power and abilities by giving them extra skill dice and improved equipment.
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atgxtg
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PostPosted: Thu May 30, 2013 1:04 pm    Post subject: Reply with quote

As a general rule, I&m of the belief that balanced RPGs are not necessirly better. In fact, I often find them to be far worse. Players get used to the fights being rigged in their favor [take a good look a Challenge Ratings in D20 and what they really do], and start playing poorly since they know they can get away with more.

Now a GM should not throw the PCs into situations that they cannot handle each week, but the players should also be somewhat responsible for deciding just which foes they should avoid. I certainly wouldn't nerf Vader just because some PC decided to stand and fight when he should have ran away.
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garhkal
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PostPosted: Thu May 30, 2013 3:27 pm    Post subject: Reply with quote

Too true.. One gaming session i made it REAL clear to the group via news reports and other such stuff, that a 40 man contingent of Vader's fist was on the planet the PCs were investigating some recent rebel disappearances. And the group Still went to fight them.
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atgxtg
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PostPosted: Fri May 31, 2013 9:48 pm    Post subject: Reply with quote

What has been burned into my memory is something that came up A LOT in my FRPG campaigns: The players would roll up characters and get the infodump for the campaign setting. Typically there would be some location with a nasty monster that the locals would warn the adventurers about. Basically they would be giving the PCs a heads up about what to avoid, such as "Don't go near that mountain over there - a dragon lives there!"

Instead of avoiding the monster, the players would instead make a beeline towards the monster, figuring that since they were a first level group, there couldn't really be anything that tough. Then they would be shocked and surprised when the walked right into a dragon, vampire, giant, etc. Somehow it was my fault for daring to put such a creature into a "low level game". I suppose they'd have blamed me if they had blindly walked off a 100 foot high cliffand took 10D6 damage.
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garhkal
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PostPosted: Sat Jun 01, 2013 4:17 pm    Post subject: Reply with quote

I have noticed more of a tendency these days for people to get the impression if the DM/GM has a monster/encounter put into the game, even with warnings/hints etc, tht it STILL must be defeat-able by them, otherwise they would not have placed it.
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Zarm R'keeg
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PostPosted: Sat Jun 01, 2013 7:24 pm    Post subject: Reply with quote

Likewise, I've encountered that ANY character that will converse with them or has any sort of personality whatsoever MUST be crucial to the plot or have the information they need, or else they would interact like a real person.

I think it comes from a videogame mentality; if there's a boss in the game, it's meant to be beaten. If there's a character that is just a bystander or there to add color, he'll only have two phrases that alternate with a press of the B button. Wink
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Fallon Kell
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PostPosted: Sat Jun 01, 2013 9:32 pm    Post subject: Reply with quote

Zarm R'keeg wrote:
I think it comes from a videogame mentality; if there's a boss in the game, it's meant to be beaten.
Sometimes, but sometimes it's an older mentality. "Fixed fortifications are a monument to the stupidity of man. If oceans, deserts, and mountains can be overcome, anything built by man can be overcome." - Patton
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garhkal
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PostPosted: Sat Jun 01, 2013 11:51 pm    Post subject: Reply with quote

Zarm R'keeg wrote:
Likewise, I've encountered that ANY character that will converse with them or has any sort of personality whatsoever MUST be crucial to the plot or have the information they need, or else they would interact like a real person.


Then you get the opposite side of the equation, where they don't care what info the npc has, they kill him anyway, then moan at you that you failed to give them the hint of XYZ..
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Quetzacotl
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PostPosted: Sun Jun 02, 2013 7:42 am    Post subject: Reply with quote

Personally, I think every encounter has to be solvable.

Unfortunately, many players confuse this with "we can defeat the enemie". It just means that there always has to be a way to solve the encounter, either by defeating the enemie, or by making something else that somehow stops the encounter or even by running away.
But unless the players did extremely obvious dumb choices, they should always have a chance to get out of the encounter alife.


For example, in our last "The Dark Eye" adventure, we had to fight agains a Shaman who summoned some nasty Undeads... the Undead weren't really a Problem. The fact that any attack on the Shaman left him without even a scar (and we tried really hard... normally you do around 5 to 15 Damage or so. Our Knight with magical weapons that are supposed to hurt even magical creatures that are immune to any ordinary damage, managed to make a hard hit and land 65 Damage on him... didn't do anything to him -.-). So we came to the conlusion, that we are not yet prepared. My character (a mage) remembered that there is a ritual that allowed you to put your soul and life into a stattuet that looked similiar to you, which made your body more or less invulnerable to any kind of damage. Only by destroying that stattuet, we could defeat the Shaman (or thats what we thought at the moment). So we made a tactical retreat, since the stattuet was nowhere to be seen.

So, the encounter was solvable, but not beatable. We now knew what we where up against, but we couldn't defeat the shaman. We ran away, narrowly escpaing (hords of undead were following us, but we were slightly faster ^^).
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Zarm R'keeg
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PostPosted: Sun Jun 02, 2013 11:52 am    Post subject: Reply with quote

garhkal wrote:
Then you get the opposite side of the equation, where they don't care what info the npc has, they kill him anyway, then moan at you that you failed to give them the hint of XYZ..


This is actively happening right now. They shot the guy before he could give them the seed of their next adventure, and when I tried to have him- despite half his head being blown off (he was a cybrog, so I was treating it Ash-from-Alien-style)- slur out a few clues to at least set them looking, they misheard it and interpreted it as a generic 'You'll pay for this!' threat. Smile
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garhkal
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PostPosted: Sun Jun 02, 2013 2:23 pm    Post subject: Reply with quote

Quote:
Personally, I think every encounter has to be solvable.

Unfortunately, many players confuse this with "we can defeat the enemie". It just means that there always has to be a way to solve the encounter, either by defeating the enemie, or by making something else that somehow stops the encounter or even by running away.


True dat q..
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