Double or Nothing

By Yepesnopes, in Star Wars: Edge of the Empire RPG

Hi,

I find the new Double or Nothing talent from the Gambler tree in Fly Casual overpowered, or more precisely, insanely overpowered when used by characters with high rank skills (like one green three yellow). I am going to nerf it in my games. I have two ideas, and I would like to know which of the two you think is best, or if any of you have another idea in order to nerf it.

1) Make it a "once per session" talent.

2) To use the talent you also have to flip 1 Light destiny point.

Cheers,

Yepes

Edited by Yepesnopes

It costs 2 strain to use and increases difficulty by one as is, it takes a total of 75 XP to buy the basic version, 150 to buy Improved and 195 to buy Supreme. If you spend 195 XP to get an ability, I would like to think it is crazy good.

Edited by DarkHorse

I can't comment on whether or not it needs a nerf, but if so, then limiting it to once per session seems preferable to flipping a destiny point.

Overpowered, naw! :P

https://community.fantasyflightgames.com/index.php?/topic/137047-i-dont-always-post-overpowered-combos-but-when-i-do/

And:

https://community.fantasyflightgames.com/index.php?/topic/137047-i-dont-always-post-overpowered-combos-but-when-i-do/?p=1483360

It costs 2 strain to use and increases difficulty by one as is, it takes a total of 75 XP to buy the basic version, 150 to buy Improved and 195 to buy Supreme. If you spend 195 XP to get an ability, I would like to think it is crazy good.

The problem is that it can boost all your dice pools. The magnitude of that power has no equal elsewhere in the game. It is especially ridiculous on combat checks with high dice pools, creating situations like a single gunner multi-crit'ing a Star Destroyer to smithereens in one round of shooting (incl. Massive, worse if you got the Exhaust Port talent).

Seriously, I implore other GMs to accept the idea this talent chain is overpowered. Placed in any hands (not just the wrong ones), if dice rolling and results are still a 'thing' in your game, Double or Nothing will wreck it.

Edited by BarbeChenue

So the player has a better chance of succeeding, at a huge cost of doing so.

I have no problem with it.

It is amazing the number of times my players have failed Easy perception checks.

Disregard - me am stupid!

(Thats what I get for posting right after getting up!)

Edited by Desslok

Desslok, they're not talking about a Signature Ability, nor a Talent that is limited in uses per session.

If when rolling the skill check, the player scoffs at adding a purple die because their pool is already lots of green/yellows/blues, it is going to be way worth it to use this talent. The strain cost is negligible and a single purple won't phase him. Then people are super succeeding at stuff they were probably going to succeed at anyway.

I think as a GM, I would probably consider flipping a destiny point every time Double or Nothing is used. It wouldn't be automatic, but the focus of gambling on the result makes adding a red die fitting.

I don't want to disrespect anyone here, but notice that the thread is not to comment if the talent needs nerfing or does it not. I am going to nerf it, period. I am just asking for opinions on how to do it best.

Thanks so far for the input.

P.S: @desslok. No problem, only by seeing your avatar I already smile :)

Edited by Yepesnopes

Well, since these are the discussion boards people will give their opinion and whether you like it or not they might actually try to convince you why you are 'doing it wrong'. You might no agree or you might even think "Hey, I didn't think of it that way."

You start of the with a pretty big judgement on something being overpowered and people engage you in that... Seems reasonable to me.

On Topic:

I don't think adding a light side pint really makes it any less strong so if you would have only found it "very overpowered" then that might have ben a solution... However since you find it "insanely overpowered" (which is probably why a lot of "really, fo all that xp?" replies came up) I guess your only option is the once per session road.

However, I would, personally, cross that bridge when I find it. These things usually need to be played to be truly evaluated...

The problem is that it can boost all your dice pools. The magnitude of that power has no equal elsewhere in the game. It is especially ridiculous on combat checks with high dice pools, creating situations like a single gunner multi-crit'ing a Star Destroyer to smithereens in one round of shooting (incl. Massive, worse if you got the Exhaust Port talent).

That.

@Dante: I am indeed more leaning towards the "once per session" modification. You are right, the requirement of flipping 1 Destiny is not enough nerfing. I just thought that like this, at least you cannot combine it with upgrading the dice pool or any other talent that requires the expenditure of a Destiny point.

Edited by Yepesnopes