Hello,
The last 2 days, I have taken the liberty and ran both the Beginners Box, and Shadows of a Black Sun, with custom-made characters and the full rules from the core book. I adjusted some NPC stats minimally in Escape from Mos Shutta/Long Arm of the Hutt, but with Shadows of a Black Sun, I went with an entirely different approach: I modified/ran the entire module with high exp characters. High exp, in this case, reflecting roughly an additional 520 exp, which would be precisely the suggested number for a year of playing weekly (52 weeks, 10 exp per session, I assumed nobody ever got any bonus, so its rather at the low end.)
My players were not overly familiar with the system after Long Arm ended, but knew enough (and they are practiced roleplayers who know how to work a system without being silly) to build powerful characters, those being:
Wookie Marauder
Droid Gadgeteer
Bothan Pilot
Human Doctor
The result was very interesting:
Combat at this exp level is an entirely different affair than in the beginning. Mind you, most other systems have you at the upper midlevel in terms of progress after a year of playing at recommended levels, but EotE more or less has you near the cap:
You hit. ALWAYS. At the suggested levels, there is barely a shot that you wont have 4+ successes on top of. The adversary talent, even jacked up to 4 on the last boss in Black Sun, doesnt do nearly enough, except for one thing: Your weapons jam. A LOT.
Enemies dont have said problem: They hit, too! But since you dont have adversary, near the very end of the exp scale, at similar skill and ability levels, they are actually STRONGER than PCs, since adversary provides Despair.
Most shots do about 5-7 above their weapon base level when fired on the big boss, who had the big armor and all that, making him take 17 shots and hits to take down. On the other hand, smaller henchmen, with less adversary levels, can take in excess of 20 pts of damage pre-soak from a character who would struggle to put more than a minor dent into the BBEG.
For the PCs, unless they invested heavily into soak (the droid BH, to a lesser degree the wookie), it was insanely more deadly than in Mos Shutta, as the NPCs rarely, if ever, miss them. Also ,there are not that many ways of upgrading the difficulty dice for a PC, meaning they cant pray for frequent Despairs jamming or ruining their opponents weapons.
In fact, Despair became the single most important defensive mechanic. Mind you, we used a system where its fair game to always trigger the same effect, namely the weapon jam, on a despair. Getting the chances for a jam as high as possible, thus not only countering the shot but also costing an action next round was crucial, and the best defense mechanic unless you had tons of soak.
The difficulty dice just do not scale into the higher exp game at all, and the setback dice get easily outpaced by boost dice through talents, weapons and helping each other through advantages.
The game mechanic as written in the book thus leads to a very strange kind of firefights where everyone hits, but does little damage on anyone armored enough, and Despair becoming the single most decisive factor in who wins that battle of attrition.