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[SWSE] Powergamer Fallout

Started by Drohem, November 10, 2010, 01:19:04 PM

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Benoist

Quote from: Cole;416470I'm of a mixed mind about this - depending on the context, I may interpret optimization as an indication that the PCs want combat to be less dangerous, so I might be disinclined to "toughen up" opposition that is difficult to avoid, or pre-emptively attacking the PCs.
True, but then I wonder if the communication around the game table is that effective, in the sense that it seems to be much more effective to just tell the GM "hey, I don't mind a challenge, but please don't kill us outright with a single encounter, alright?" rather than optimizing your character and thus throwing all the game's assumptions in terms of balance (talking about d20 games like Saga here) out the window. It just makes the GM's job harder for the same intended result.

Quote from: Cole;416470I would leave "native" encounters alone - the tougher PCs can just opt to go FIND tougher fights if they want.
That's a good point. That assumes of course a sandbox style of play, with less encountardization.

boulet

Quote from: Benoist;416482That assumes of course a sandbox style of play, with less encountardization.

Off topic, emphasis mine.

Don't you love how easy it is to make up words in English? :)

Benoist

Quote from: boulet;416507Off topic, emphasis mine.

Don't you love how easy it is to make up words in English? :)
Totally! :D

Now I must mention I actually stole the expression from Settembrini, but that doesn't make it any less of a made-up word.

PaladinCA

Quote from: Phantom Black;416306Jedi are weak in SWSE.
At least that's what i got from my players' feedback.

Now that is hilarious.

I sometimes wonder what SWSE people are playing out there.

Jedi are quite formidable from level ten on. And they work pretty darn well before that.

The best solutions for "balancing" SWSE, if one feels a need to, is to make it so that Skill Focus: Use the Force can't be taken until level ten plus and to apply the modifiers for the Persuasion Skill to uses of the Force Power Mind Trick. Because if there is really a game breaking Force Power in SWSE it is the Jedi Mind Trick.

Most of the time, the Force Powers in SWSE seem to function quite well, and certainly much better than the trainwrecks found in prior d20 Star Wars games.

Cole

Quote from: Benoist;416482True, but then I wonder if the communication around the game table is that effective, in the sense that it seems to be much more effective to just tell the GM "hey, I don't mind a challenge, but please don't kill us outright with a single encounter, alright?" rather than optimizing your character and thus throwing all the game's assumptions in terms of balance (talking about d20 games like Saga here) out the window. It just makes the GM's job harder for the same intended result.
.

Well, it's always better to just be clear about what you're assuming in a game, and to ask the players where they're coming from. I just mean to say that when players try to make powerful characters, they usually want their characters to be tough relative to the opposition, rather than challenging the DM to an arms race. :)

Quote from: Benoist;416482That's a good point. That assumes of course a sandbox style of play, with less encountardization.

That's my preferred approach to play - "if the opposition seems to be too tough, it's something to work around." I do feel that if you present the PCs with a time table that make it very difficult to avoid head on conflict with a certain force, it's often a dick move to make the opposition too overwhelming.
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Benoist

Quote from: Cole;416561That's my preferred approach to play - "if the opposition seems to be too tough, it's something to work around." I do feel that if you present the PCs with a time table that make it very difficult to avoid head on conflict with a certain force, it's often a dick move to make the opposition too overwhelming.
I completely agree. Overwhelming opposition must be matched with actual tactical choices, whether it'd be alternate courses of actions, alternate paths and non-linear adventure design, possibilities of retreat, barricades, escape, diplomacy, decoys that actually could work, etc etc. If you're forced to face the opposition head on and get owned 99% of the time... not so fun.

Phantom Black

Uhm, just to mention:
The Jedi (despite being a build) was outmatched with regards to damage output very early by the group's soldier.
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Quote"I played Dungeon World once, and it was bad. I didn\'t understood what was happening and neither they seemed to care, but it looked like they were happy to say "you\'re doing good, go on!"

My character sheet was inexistant, and when I hastly made one the GM didn\'t care to have a look at it."