So as much as I love my gaming group I've been playing with them long enough to know they can pull out some really terrible combos/builds that bring games to a grinding and painful halt. D&D sessions, Super Hero RPGs and Star Wars RPGs have been completely ruined by their power gamed number stacking, loop hole exploitation and busted ability synergy. With that bit of background information done with-
-We have just started a Rogue Trader game. 2 sessions and already I am seeing the painful foreshadowing of a group out to make the most broken characters possible. How can I keep a decent grasp on the balance of this game while combining good story telling with fast paced action and challenging combat?
-A new GM to this system myself I am already noticing several of the things that have caught their eye.
1. With the max bonus to a roll being +60 and stats easily boosted to around the 40-50 level (with a few xp buys) what is to keep players from literally rolling 90-100 percent chances on important rolls? Ballistic skill looks exceptionally easy to boost. I realize you can add negative modifiers to things, but I don't want to feel like I have to tailor make trouble in EVERY encounter just to balance the game.
2. Acquisition. With even a mid range Profit Factor (and to me it seems pretty easy to obtain and maintain profit factor) players can simply roll, roll and roll some more until they inevitably get the powerful gear they desire. Now, obviously, I won't let them simply roll until they get it, but it really is quite inevitable. Thoughts on keeping on handle on acquisition?
3. Semi and Full Auto. With a decent weapon and the previously mentioned easy to stack ballistic skill you can pretty much kill anything in a round or two. The enemy- and the party!
4. Powergaming dodge. The entire party has picked up on this one. I realize you only get 1 but they never seem to fail on these rolls and they always seem to hit.
Ultimately, I don't truly mind if the party is BA and rolling most of the mundane foes. They ARE a Rogue Trader and his mighty crew. It is just when the mighty seem to overlook RPing/concept in an attempt to break the system that I find myself struggling to hold them back from running wild over the universe. Or having to entertain the idea of putting them up against something that will simply tear them apart. There has to be a middle ground here.