Massive Damage

By banjomanjeff, in Star Wars: Force and Destiny RPG

Hey all,

I'm DMing and we have moved to Force and Destiny - one of the characters has a pretty impressive duel-wielding jedi build. With saber-swarm and hawk bat swoop he (and an agility of 6) he is hitting sometime 3 times and doing 30 points of damage.

With him and a gun-slinger they are sort of going through everything like butter - suggestions to ramp up the play or is this the correct amount of damage they should be doing?

Thanks in advance!

Jeff

My gunslinger was very annoyed once by some kind of net gun. It takes all the fun out of gunslinging to be rolling around on the ground... especially in the lowest levels of Nar Shaddaa. Yuck.

Edited by Streak

Splitting the party up will at least mix things up, and the abstract time/distance in this system makes it easy to run. Give them multiple goals to achieve at the same time so they have to decide where the heavy hitters will focus.

Eg:

A security system to slice that's in the basement.

Guards to bypass (distract, charm or neutralise quietly) then pose as to allow escape.

A MacGuffin (documents, tech, valuables) in a room upstairs to Aquire.

A getaway vehicle to drive and protect.

Throw smaller or larger than normal minion groups at them. Yes they do lots of damage, but they'll be wiping out a minion group of Storm Troopers with 30 damage when it all it requires is 10. Force them to use their damage inefficiently.

A scene to do would be have the enemy in a vehicle, with them chasing that vehicle, but the weapons they have are ineffective due to armour. Make sure the enemy vehicle has no planetary weapons so it's just goons shooting back with Blasters etc.

Another scene would be to have a social encounter, with a powerful NPC, where anything bigger than a hold out blaster pistol is not allowed and confiscated at the door.

Essentially you need to craft scenes where either the weapons are rendered ineffective or not available.

Now the next question is which Inquisitor has heard about the rouge Force User who keeps flashing 2!!! Lightsabers. There are huge rewards out for Jedi and anyone who sees that PC and survives is going to be heading straight for the nearest Imperial Garrison. Now if PC wants to keep it secret they need to either kill all witnesses, gaining massive conflict, or be very careful about when they pull them out. So get them an Inquisitor, who is super powerful, and surprise them with it.

Edited by Richardbuxton

While these are good suggestions, it is very important to let the characters tear things up every now and again. They put a lot of time, XP and credits into these combat monsters, let them shine. Not every problem can be solved with lightsabers, but those that can? "Dude, I got this."

Don't forget as a GM you have ultimate control over the encounters. At the stage you are talking about your players will LIKELY destroy most things they fight in a "Face to Face" fight, however this allows you to be extra creative with things such as Terrain, weather, Civilians.

Fog/smake grenades/cover is great for causing issues to range fighters.

Slippery surfaces, tough terain such as balancing on beams, wires cuase problems for melee.

Have the group get ambushed so they are on the backfoot,

Random creatures, or civiliansd getting in the mix causing them to choose Moralality over efficiency.

You may make bounty on them, some powerful Mandalor assassin, with jetpack (so jedi cant get him), he may have several rank in doge so he is hard to hit. Give him some support by his fellow hunters, it would be hard to deal with great Mandalor hunter. or as Richardbuxton say you may bring them Imperial Inquisitor, since your Jedi will attract wit his powers. Or maybe Wader him self.

Edited by bilosta

also use things like elevation to put minions in places the lightsaber wielder cant get. They used arrow slits in castles for this. throw melee bad asses at the gunslinger and and ranged combatants with sonic weapons that are spread out at the lightsaber wielder. That way the lightsaber combatant has to take them out one at a time and reflect don't work. Hope they have move with hurl upgrade.

If you have a nemesis or rival, add a few extra groups of minions and then have them squad up with the nemesis or rival. This takes the minions out of initiative and denies them their attack (unless the lead NPC rolls a triumph) and allows the lead NPC to 'pass off' damage onto the minion groups. It doesn't matter how much damage someone does, 1 damage or 100 damage, the attack/hit will always kill exactly one minion that is in the squad with the lead NPC. It gives your big bads a bit more extra time on the playing field. They can also choose to pass off the damage, so if a player does 6 damage, and its not so bad, just have the nemesis take it. Someone go at him with a heavy repeating blaster and does 40 hits that would kill him instantly...uh no...the Stormtrooper in the squad will die.

The offset is that this WILL upset your players at first with them saying "Whats the point in me getting a big weapon if I can't actually use it!" to which I would argue "You have been using it, I'm responding to your use with a balancing act to still create challenge, don't like it? The door is just over there."