Hi everyone!
Over the last few weeks, I've posted quite a few questions resulting from our weekly SWRPG game, of which I am the GM. Many fellow forum posters have pointed out that the various small problems I'm experiencing stem from the amount of XP my players have (and perhaps, their wealth as well, but that's a different topic). I've been told on many occasions that my problems would be solved if I simply rebooted the game at lower XP, with different characters, after retiring the 1000xp ones.
For reference only: We've had 38 sessions in a row, total of 150+ hours, we started at Knight Level (+150xp) and I gave around 23 xp per 4 hour session (on average, incl. roleplay, quest xp, etc.), which might be a bit much. [150+23*38 = 1024xp]
I can see where people are coming from (it seems few GMs let their groups get that high), and it's true that the power level of my PCs is quite a bit higher at 1000 xp than it was at 150. But most of the issues I'm having, while they may be related to the PC's "power level" could very well, AFAIK, be emulated by much lower XP characters all the same. While XP seems to increase the number of possible overpowered combos, in my experience it was never the sole factor, and I recall experiencing problems very early on (below the 300 xp bar).
So, am I doing it wrong, as a GM, continuing our game with the same characters at such high XP?
My hypothesis, from the start, has been to put the blame on a) my shoulders, b) on perceived rules inconsistencies or c) my player's power-gaming habits. Contrary to others, it would seem, I find even relatively high dice pools to adapt very well throughout a PC's overall career, making Stromtroopers threatening at all levels. Even "hard" checks have challenged my PC's with 5 proficiency dice skill pools. Even "mooks" can use a speeder's autoblaster and put the PC's in check, if need be. In short: I love this system.
The fact my PCs nuked an entire Imperial garrison last game may seem like a shining example of them being totally overpowered, but they began talking about doing that on the very first game, when they purchased the mesonics proton grenades explosives back on Formos (Trouble Brewing).
Only a few abilities and sub-sets of rules, in the whole dozen-plus-book-spanning-system have seriously aroused my suspicion: the Move power, Autofire+Jury Rigged, the Double or Nothing talent (which I've banned, see: https://community.fantasyflightgames.com/index.php?/topic/137047-i-dont-always-post-overpowered-combos-but-when-i-do/), Disruptors+Jury Rigged+Lethal Blows, the ambiguity of Stealth/Perception/lack-of-clear-Ambush-rules/Scanners and detection (and Misdirect power, only because of the former), and perhaps some minor aspects of starship combat. All my other problems are minor in comparison, and I've found fixes for them (see: https://community.fantasyflightgames.com/index.php?/topic/135612-many-many-rules-and-adjudication-questions/, and even the old: https://community.fantasyflightgames.com/index.php?/topic/129647-having-to-eyeball-everything-gets-a-little-tiring/). But no system is exempt of rules abuses, and the above issues would be pretty easy to fix if absolutely needed.
All I'm saying is: I don't feel like the high XP is a problem for us, I feel like the system handles high XP groups pretty well, and our group is still having lots of fun. I find our problems are very specific and the rules abuses to be (mostly) unrelated to the amount of experience points acquired. Given the predominance of the "restart your game with new characters" response, I'd like others to help me tell if I'm doing it wrong.
Edit: whoa, I'm actually defending the system this time around.
Edited by BarbeChenue