Ultra-high level play

By player546410, in Star Wars: Edge of the Empire Beta

Given the difficulties that occured in Saga when players reached around 15th level, I was wondering if anyone has tried playing this game at very high levels (hundreds of xp) and if they system holds up. Does a Bounty Hunter become totaly unstoppable if he maxes all three specializations of his trade? Can a master pilot take out a dozen wings of TIE fighters? Does having 6 attrabute and 6 skill points in a skill make you able to do the impossible?

While I haven't done any super-high-level play, I don't think the math in this system is as prone to breaking down as it is in almost every d20 game.

Getting even a 5 in multiple ability scores and 5 in various skills is going to take months and months of play (assuming a standard reward of 15 XP per session; 10 basic + 5 for accomplishing at least one major goal).

Even with crazy numbers of dice, you're still limited to one action and at most two maneuvers, so that's going to cut down on the multi-attack craziness that frequently slowed d20 combats down.

While such high-tier characters like a bounty hunter that's maxed out all three BH talent trees isn't likely to get dropped by a single blaster shot from a stormtrooper, neither is he entirely immune to stormtrooper attacks either; after all, the stormtrooper could roll blanks on any difficulty, challenge, or setback dice, so a hit is still a hit. And given Wound Thresholds aren't likely to exceed 20 for most species (Wookiees being a major exception to this), it's not going to be like d20 where you need to literally chip away at a high-level character's health in order to drop them. In fact, much like Saga Edition and it's Condition Track, I wouldn't be surprised if a major strategy to dealing with high-level threats is to simply dish out as many critical hits as possible, especially in cases where the target has a high Soak value. Obviously talents like Dodge and Side Step are also going to make attacks more likely to miss on average, giving the high-level hero a measure of protection from getting hurt by most minions and probably more than a few henchman.

Even at low levels, attack rolls are likely going to succeed than fail (especially at close range), though more skill dice probably means better accuracy at longer ranges. Same notion would apply with melee combat and it officially having a static difficulty; that vibro-ax swinging Wookie with a 5 Brawn and 5 ranks in Melee is going to be mowing down most foes in one swing far more often than not.

One of the things I like about EotE is that it really doesn't put extreme emphasis on ability scores, especially in the long run. As your skill ranks improve, those once highly-valued characteristic ranks instead become a means to gain more proficiency dice rather than simply more ability dice. Personally, I don't see much of a need to raise most characteristic scores above a 4, as a 3 will provide that many proficiency dice, which will likely be plenty for most characters.

The only outlier to this are Force-users and their powers. A fully-upgraded Sense is going to throw the melee curve, as the Jedi is getting an extra proficiency die on their attacks and forcing melee opponents to suffer two challenge dice and a difficulty die, and shooters at close range will have two challenge dice instead of just one difficulty die, to say nothing of any setback dice incurred if said character has managed to acquire a lightsaber or has the Superior Reflexes (for melee) or Sixth Sense (for defense). There is of course the unchecked power of the current versions of Influence and Move, which with a Force Rating of 2 are almost guaranteed to be be successfully activated (unless the Jedi is using one of those dice for Sense's ongoing effect)