Edited by Arasaka76
Lessons of the Past Difficulty and Issues
Edited by Arasaka76
I would be weary about using disrupter so early on players; it's devastating to hit a player with that and, unless the upgrades are on house, really difficult to recover from crippled hits, rather then worse. Multiple rival/nemesis class type characters early on may also be difficult, largely because players using training sabers only really deal about 6 damage + success against soak,difficult to get through good soak with that.
Otherwise, as I'm at work, I might have to check back later.
Generally, most PCs tend to either reduce their Duty or take extra Obligation to get extra starting money. To be honest, you can make do with a characteristic spread of 3, 3, 3, 2, 2, 2 and be perfectly fine, which generally runs 80 to 90 XP, thus leaving 20 XP for things like extra skill ranks and row 1 talents. Having four characteristics at 3 might be nice, but it's not going to gimp a character unless the concept requires that character to be very broad in what they contribute to the group; in the early going, it's probably a bit more beneficial to specialize a bit and focus on doing one or two things very well.
Lessons of the Past was written for a fully party of FaD characters in mind, and likely with the idea that one or more PCs would opt for some extra credits with which to purchase a bigger gun. The adventure itself also suggests that there might be a couple of basic lightsabers that could be retrieved alongside the holocron, which would certainly give a PCs a leg-up in combat as they'd now be using a far more potent weapon than a training lightsaber.
The Basilisk War Droid encounter also made room for creative solutions from the PCs, such as impromptu explosives or even using a bit of tech from the early part of the adventure and that ancient droid to sabotage the beast.
As for the distruptor, it's limited to short range, plus I believe that bit of the encounter was written with a heavy suggestion of the PCs should grab the holocron and go rather than stick around and fight it out, especially after dealing with the Basilisk War Droid. There's even a very good chance for the PCs to avoid being detected by the Imperials by way of using that rear docking port on the ruined starship, something that my group was very quick to take advantage of. But at the same time, sometimes the dice rolls work out the way they did for your session, and the BBEG gets off a killer shot. I would say that if you don't have a PC that's a skilled medic, then swapping out the distruptor for a heavy blaster pistol works, as it still gives the adventure's main villain some teeth in combat, but the PCs aren't at too great a risk of being crippled or maimed from a single attack.
Admittedly, when I ran my group through the adventure, they were effectively Knight Level, and I did abbreviate a couple of things in the interest of keeping things moving. I also allowed a PC to spend a Triumph to notice a damaged lightsaber that could be used during the fight with the Basilisk; things got a bit de-railed as the same PC got greedy and wanted to keep trying to use the lightsaber in spite of only having 1 skill rank and 2 Brawn as opposed to handing it off to the PC that had 3 ranks in Lightsaber and the Soresu Defender spec. Of course, the main reason I did that was one of the PCs had deliberately gimped themselves combat-wise by making it a point to not bring their primary weapon, and the Hunter/Seeker was simply rolling crap on his combat checks and only managing to do chip damage when he did hit.
This adventure was also used in a prototype form at GenCon 2014, using a group of FaD pre-gens that were built with 100 additional XP and three of them having lightsabers, consisting of one basic 'saber for the Guardian, a double-bladed lightsaber for the Consular, and a modified lightsaber (+2 damage) for the Warrior, and with the final boss fight being notably more difficult as well.
Thanks for responses - much appreciated! I had no idea that this adventure actually was initially run for characters with lightsabers and 100xp extra - that would change things dramatically.
I am now more concerned about the Ironarm battle in Hidden Depths - I guess what I'll do is a simulated run. I have copies of their character sheets, and I don't think their combat abilities will be much different from last session - possibly one or two players will have increased their main weapon skill to 2.
So I can throw some dice around and see how they fare. One player may craft their lightsaber hilt while en-route to "Phemia" (changed to Daminia in my Old Republic game) and immediately insert the Damind Crystal (identical to an Ilum Crystal) when they obtain it. I might leave out a minion squad or the Viper Droid - I don't need the disappointment of last session where expectations of a relatively easy introduction to the system were trampled by reality.
Thanks for responses - much appreciated! I had no idea that this adventure actually was initially run for characters with lightsabers and 100xp extra - that would change things dramatically.
I am now more concerned about the Ironarm battle in Hidden Depths - I guess what I'll do is a simulated run. I have copies of their character sheets, and I don't think their combat abilities will be much different from last session - possibly one or two players will have increased their main weapon skill to 2.
So I can throw some dice around and see how they fare. One player may craft their lightsaber hilt while en-route to "Phemia" (changed to Daminia in my Old Republic game) and immediately insert the Damind Crystal (identical to an Ilum Crystal) when they obtain it. I might leave out a minion squad or the Viper Droid - I don't need the disappointment of last session where expectations of a relatively easy introduction to the system were trampled by reality.
Make sure your PC's understand that stealth/social way/retreat is a valid option. try to check if the game you run takes that into account and that should elevate any difficulty issue. I see no problem with how you ran that adventure.
Edited by ArtuardI think another thing that the players did...not exactly wrong, but definitely not right...was to split the group. Okay, so the Basilisk is dealing with the two droids that the Imperial brought. Okay, fine, let them duke it out. In the mean time, the rest of the gang sticks together to deal with the Imperial. My group just had their first major combat, and got their clocks cleaned. Hopefully, your group did what mine did...sat down and said 'Okay, that sucked...how do we kick ass, next time?'.
Spiltting the party should be a standard feature in any edge campaign though, otherwise the best guy for the job will handle X situation all the time.
It sounds like a fun session to me and I don't think you did anything wrong.
Crit is very nasty in this game, even at low levels and all to often I have found that my players have taken down opponents purely on critical hits even though the opponent has Hit Points remaining.
Remember that the majority of enemies the players will encounter don't have to be Nemesis.. Minions and if I remember rightly, Rivals don't suffer strain so they should go down pretty quickly, leaving the Nemesis to challenge the players.
But it sounds like your doing good. I've had many character deaths as a player and if done properly I enjoy it. Knowing that my character died protecting someone else or that I had the last laugh is pretty much the epitome of my idea of a good game