A question for fellow GMs - As the subject title says: At what point are characters too powerful and how do you provide a fun challenge without asking the players to start new characters?
I ask this after one of my players one-shotted the traitor in Onslaught at Arda I before we even reached the end of Episode II. I've ditched Episode III for the moment.
Some background:
Four players, each with characters still being played ever since we first got our hands on EotE core book the moment it launched in the UK. Approx 700 earned xp accumulated over that time - made worse by adventure books having inconsistent reward rules.
Two of the characters are built for critical hit insanity, one for huge damage and huge soak, and the last as a skilled pilot.
Past attempts to make things more challenging:
Upgrade every roll a couple of times, or more, depending on the situation.
Boost health of bad guys (soak is more of an issue).
Ditched the system requirement for the GM to show his rolls, thus allowing for "tweaks" on the fly.
Added talents etc mid fight to counter players uber skills.
Problems encountered:
They still have more positive dice than the negative dice I can field.
They know how the system works (two rules lawyers) and always call me out on it when the villain doesn't die after a huge amount of damage.
One of the players gets very uptight about tweaks as he can't abandon a players vs GM mindset.
Tried making villains as if I were building a PC, but with Adversary talents...still not enough hit points or soak to survive one single minigun volley (with autofire triggered).
So far the most success I have had is by setting them on each other using the Influence Force powers. Can't keep doing this unfortunately. In fact, the only time they struggle is vs the Force.
Does anyone have any ideas before I start throwing Star Destroyers at them?