I am in need of some GM advice from someone with experience. I recently began running a game with some friends who had been playing the campaign with a different GM before I began. I guess they ran somewhere from 6 to 7 sessions before I joined in as a player character for a session. I realized very quickly that they had been playing the whole game wrong since the beginning. Here is what they did wrong, kind of important to know for the advice I need.
First off, character creation. I dont know how they did it, but they all built their pc's wrong. They had invested into their characteristics at creation as advised, however, they had not spent the required amounts to get to the levels they needed. Example, the wookie hired gun had starting characteristics of 5 brawn, 3 agility, 2 intelligence, 2 cunning, 3 wisdom, and 2 presence. Obviously, if you run the numbers, this is impossible at character creation. They all did this.
To make matters worse, the gm had been awarding them insane amounts of xp per session. The core rulebook recommends 20 to 30 xp per session depending. I know this is just a figure, but the gm was giving them upwards of 70 experience per session. They told me they had gotten 135 xp for just one session of three encounters. Needless to say, they leveled up really quick and the game did not scale so well. We just finished up session 10, they started with escape from mos shuuta, then the gm had his own story for a few sessions, and when I started as gm we went into the long arm of the hutt. They just destroy everying... I am not even doing any damage to them with the npc's. Two of the guys have soak of ten. Most guys in the game use blasters that deal 5 to 7 damage per hit plus extra success'.
They had also been building the dice pools wrong. I dont know where they came up with how they built their pools, but it was way off. They were building pools of 6 to 8 dice with characteristics and skills under five, mostly four. I have no idea what they were thinking, but we got that clarified now...
They also werent using strain right. They were only burning 1 strain per extra manuever, not two. They also werent using obligation at all, which is something that I imagine could be a house rule if decided, but basically they never had to worry about strain ever.
They had been killing the characters they build when they hit their wound thresh hold, not when it was exceeded, and they were just killing the pc's, not incapacitated with a critical injury, just dead. Lol. Oh well, got that clarified now too....
Finally, the gm was giving them whatever they wanted to buy without regard to rarity, where they were in the galaxy, etc. Basically he gave them tons of credits and let them have whatever they wanted to buy so I am dealing with very powerful guns, great armor, and all of which is modified multiple times. Ugh...
The problem I am having is they are way overpowered. They just dont have a challenge in combat at all. They are taking down huge groups of guys with multiple nemesis in combat. The first session i ran was just silly, the way they took down everything. So in the second session we just played I scaled up the difficulty by adding more baddies in the form of rivals and nemesis and bigger minion groups. Still couldnt even hit some of them with the soak. I need to find a way to make this a challenge again. It is just too easy and they are getting bored with it.
I have considered just adding adversary dice to all the npc's, but that feels a little generic to me. The whole point of achieving a high level in somethings is so you do feel very powerful and excell at that thing, so if I just make all the npc's really touch, it defeats the purpose of getting all the perks from skills and talent trees. Feel me? They are supposed to feel like bad ass' when they get high level, but they are already there after a few months.
What I am thinking of doing is just nerfing the whole party. Go through each character next session and make sure they are all built correctly from the start so the characteristics are correct. Then go through all the leveling they want to do with them so they all get it right and dont spend xp wrong. Now, when I jumped in the game it was 320 starting xp, right now I awarded thirty xp for each of the last sessions, so they would be at 380xp after character creation. This is still a lot of xp for playing a couple months, and from what I read, this game does not scale well at higher levels of experience, making it too easy. I am considering just saying they get 30xp per session for really good play, at session nine they could all rebuild their characters with about 270xp, which is still pretty good.
Another problem I kind of have is the gear. If they have been in the outer rim the whole time, it would be kind of tough to find really good gear, plus they got way too much credits from the last gm, taking away the hunger for treasure, loot, etc... They all got everything they need for the rest of the game!!! I have considered saying that they need to start with all new gear, giving them 5,000 credits per pc since they have been playing a while, and letting them have anything rarity 5 or lower they can buy, then one or two items rarity 6 or higher. I think this would work, but at the same time I don't really want to take their stuff away from them, that feels kind of cheap to me, plus I could see a few of them being upset by this. Oh the moral dillema I am facing... LOL.
Now, before you say anything, I know that creating interesting and difficult combat encounters requires more than tough npc's. I have read lots on making encounter interesting and more difficult with environmental effects, 3d space, cover, npc tactics, etc etc... I plan on doing all this and from past experience as a dm, I am pretty confident in myself as a creative combat designer...
I just need some advice. You guys think I should nerf them back to a normal level of xp and credits? Should I just throw larger minion groups at them and more nemesis? Should I just make all the npc's adversary 2 or 3 to make it harder? What would you do at this point?