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How would you handle this "Character Concept"?
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MrNexx
Commodore
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Joined: 25 Mar 2016
Posts: 1926
Location: San Antonio

PostPosted: Sat May 02, 2020 12:18 pm    Post subject: Reply with quote

The Bissler wrote:
I wouldn't allow any more than one force user in my party after running a campaign where there were two. It was a long time before they got any decent powers (probably about 30 sessions) because it was hard to find any mentors, but once they did, they started seriously dominating play. We played over 50 sessions but I know the other players felt frustrated by how powerful the Jedis were by the end of it. After taking a break for 2 years and starting a new campaign with fresh characters, I'm quite pleased that we now have no force users!


I ran a game in college where practically everyone was a Jedi or proto-Jedi (i.e. Force Sensitive, with interest in learning). The one guy who was not? I gave him non-Jedi powers. He was a local Capo for the Hutt organization. He had two toughs who did his physical fighting for him, letting him concentrate on the less physical skills he wanted to emphasize... his character would MAP Dodge and Command, while his Gamoreans would beat down Stormtroopers.
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garhkal
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Joined: 17 Jul 2005
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Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Sat May 02, 2020 4:33 pm    Post subject: Reply with quote

Depending on how you dole out XP, and keep mentors/masters in check, force using PCs shouldn't get to domination level powers that swiftly...
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Whill
Supreme Chancellor (Owner/Admin)


Joined: 14 Apr 2008
Posts: 7702
Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy

PostPosted: Sat May 02, 2020 8:53 pm    Post subject: Reply with quote

garhkal wrote:
Depending on how you dole out XP, and keep mentors/masters in check, force using PCs shouldn't get to domination level powers that swiftly...

Jedi starting off too weak and becoming to powerful is really the main complaint I ever hear about the SW D6 system. It has such an easy fix. Start all PCs better than RAW, and slow down advancement for all PCs.

And yes, the GM completely controls the skill level of each mentor so Force PC advancement is limited in that way.
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Straxus
Lieutenant Commander
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Joined: 30 May 2017
Posts: 105
Location: Norway

PostPosted: Mon May 04, 2020 6:37 am    Post subject: Reply with quote

Whill wrote:
garhkal wrote:
Depending on how you dole out XP, and keep mentors/masters in check, force using PCs shouldn't get to domination level powers that swiftly...

Jedi starting off too weak and becoming to powerful is really the main complaint I ever hear about the SW D6 system. It has such an easy fix. Start all PCs better than RAW, and slow down advancement for all PCs.

And yes, the GM completely controls the skill level of each mentor so Force PC advancement is limited in that way.


It's kinda been a thing from the original D&D rules, that magic users are weak and useless at first, but it's "balanced" because they get überpowered at higher levels Confused That just means the group is unbalanced except for a little bit in the middle... It was a bit of a shock to me the first time I played Shadowrun, coming from D&D... "Wait, you're a magician? And you're wearing armour? And you can shoot with a machine gun??" Shocked Laughing
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