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schi0384

Padawan
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Posts: 2
Reply with quote  #1 
Hey all,
I am starting up a campaign with characters from each of the core books. In F&D, it explains that lightsabers are powerful and unbalancing. The GM and players may agree to offset that by provide special items or a boost of XP to non-saber wielders. Then, it never gets into specifics.

So question:
If a character doesn't have a lightsaber in party of characters that do what is the appropriate amount of XP? 20? 30?

How have you balanced things between players with and without these weapons?
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NicoJMont

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Master of the Force
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Posts: 87
Reply with quote  #2 
Well I tend to go by the idea of awarding a player a Signature item.

What is that Signature Item?  It is something that serves the CORE foundation of who that character is.  It may be a small pit crew of pit droids for the droid tech in the party.  An X-wing for the starfighter ace.  etc.

In the end it is up to the GM and what he feels is balanced for his game.  What ever the award is you give make sure it is something that is true to the character and something they can use all the time to enhance their character's roleplaying experience.

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schi0384

Padawan
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Reply with quote  #3 
Thanks,
I get the signature item deal (my preferred method, too). I have potential characters that are force users, not saber wielders and they don't want gear. The core book talks about extra XP for force powers. Does anyone have any experience with how much that is? Would a free second specialization at character creation be too much.

FFG's forum discussion on this turned into a debate about narrative balancing (which is another option too) which was less than helpful when I try to pin down a number. People were trying to out nerd each other with references and assumptions.

What are GM's experiences with lightsabers effecting play. Soak becomes irrelevant due to Breach? Combats gotta increase in difficulty to offset the quick defeats and snowballing of low crit rating? Does range and modded heavy blasters even things out?

If lightsabers aren't OP then i am not inclined to balance it with extra "goodies".

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Aetrion

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Posts: 14
Reply with quote  #4 
If you're running a private game the main thing I'd advise is now allowing people to roll all the attunements to their crystal right away, but instead make the attunement steps a reward for actually gaining greater affinity in the force. If people actually have to spend some time in the campaign playing with lightsabers that don't have perfectly attuned crystals it gives the non-force characters plenty of time to catch up. Regular weapons can be more powerful than lightsabers at the high end, especially when you start dealing with enemies that have cortosis armor or high parry ranks.

In general in a private game you'll get better results if you don't allow people to buy force powers and train in talent trees that they wouldn't have access to some way. Finding holocrons and trainers and ancient texts and what not becomes a lot more interesting if they are the gateway to all F&D trees and abilities in a mixed game, and it allows the GM to gate a Force sensitive character's progress a little if they want to play a game where learning the force is a lot of work, and not just spending the XP a certain way. 

The idea of the signature item is also a good way to balance out equipment.
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