I am running a long term session and I was wondering how you deal with power creep in this system. Currently we meet weekly and plan on playing at least until all 3 core books are released. The players have been getting 10-15xp for each session, should I slow this down and how can I continue to keep things challenging for them.
Power Creep
Accept the fact that all games - regardless of the engine - have a limited shelf life and that someday your players will overpower the baddest of bad guys with ease?
While I haven't played EtoE long enough to tell what kind of bell curve the game has, it looks like you can probably get three years out of a campaign without too much issue. Figure that it's 300 points to completely fill in a specialization - and that's without touching a skill at all, and not counting the Signature Abilities, that means that 20 to 30 games, Then if you throw a new talent tree at them, you're in the ballpark of 50-60 games.
And then there's the skills and Signatures - putting you about 75 games before you've filled out every talent and skill.
So yeah, I wouldn't worry about it and enjoy what you have now.
Edited by DesslokYou are assuming no character attrition. Looking ahead to at least three years of play, and possible desires to play new characters when the new books come out, I am not sure I would worry about it.
Also, while a zero earned experience character has less options available, they are far from overshadowed. They can still contribute in combat, in interactions. Most talents either add or remove setback or boost dice. Wound and strain thresholds don't change much.
My players have almost 600 xp a piece and I haven't run into any issues yet. One of the things I like about this system is that even at "high levels" a single Stormtrooper can still shoot a player and have it be an issue. We no longer have to wonder why Han and Leia were worried when they almost got captured in front of the shield generator on Endor; in Saga Edition, those Stormtroopers would have been **** near unable to hit them and Han and Leia would have been **** near unable to miss, but that's just not the case in Edge of the Empire. Being outnumbered SUCKS, just like it does in real life.
Edited by JonahHexIt isnt all that big a deal, tho I would probably drop the XP to 10 per session. My campaign is a year old now and the characters are pushing 700XP. It isnt often a problem but easy checks are almost trivial to succeed, even with uncommonly used skills.
On the other hand you occasionally see some truly impressive rolls, like nearly one-shotting a DP-20 frigate with a quad laser, or convincing Mon Mothma to make a personalized thank you holo to frame a bounty hunter, or conning you way onto the same imperial base four freakin times....
My players have almost 600 xp a piece and I haven't run into any issues yet. One of the things I like about this system is that even at "high levels" a single Stormtrooper can still shoot a player and have it be an issue. We no longer have to wonder why Han and Leia were worried when they almost got captured in front of the shield generator on Endor; in Saga Edition, those Stormtroopers would have been **** near unable to hit them and Han and Leia would have been **** near unable to miss, but that's just not the case in Edge of the Empire. Being outnumbered SUCKS, just like it does in real life.
A stormtrooper wouldn't present a threat to a 600 XP character unless it is not at all the same stormtrooper that presented a threat to a 100 XP character. There are a lot of problems with immersion if all your opponents stay the same but their power level just happens to be higher to match the party.
I do find there are a lot of problems with power level as a few hundred XP spent cherrypicking through a couple trees and a relatively small amount of credits tossed at monomolecular blades and cybernetics will turn a character into a combat monster who is only threatened by rocket tubes and packs of rancors stampeding. It rapidly becomes a tough job for the GM to present a believable challenge in a combat-oriented game.
We also want our game to be a bit long term, so are only giving about 10 exp per session, with the occasional higher number for a major event or ending a story arc. Even then though, nothing more then 15.
The characters will get more powerful, no doubt. Your stormtroopers will need to start coming in larger squads, or you can upgrade them to rivals. If the characters start getting enough notoriety only the best bounty hunters will start taking contracts against them, and The Empire will start sending Storm Commandos, or elite stormtroopers to take them down. I don't see any of the super unbalancing things that West End suffered from. The old West End Jedi could eventually reach a point where it didn't really matter what they were facing. All they had to say was "I use a force point" and pretty much everybody died.
Actually Stormtroopers DO present a threat to 600 xp characters, particularly when there's only one party member devoted to combat. Blaster rifles do 10 damage at a minimum, and it's rather hard to make a combat check against player all that much more difficult. Dodge, Side Step, a handful of other talents and the Sense power all help, but at the end of the day a Stormtrooper shooting at you at short range has a good chance at hitting. Make that one Stormtrooper a whole squadron or two with a Sargent commanding them, and suddenly those 600 xp characters are going to take a moment to assess their chances. They'll more than probably still win, of course, but the risk of serious injury is still present.
Remember; Ability and Proficiency dice have more Success symbols than Difficulty and Challenge dice have Failure symbols, and Boost dice have twice as many Advantage symbols as Setback dice have Threat symbols. Thus, the attacker almost always has the advantage over the defender in this game.
Also, while a zero earned experience character has less options available, they are far from overshadowed. They can still contribute in combat, in interactions.
They can still contribute, yes (which was great system design imo). But they will be overshadowed if they're trying to do the same thing as an existing, high-XP character, no doubt.
Edited by KshatriyaSo I have a related question: If a group gets an average of 15 xp per session, after 50 sessions, or about a year if they meet every week, they will have accumulated 750 additional xp.
Can the game still be made to be fun and challenging at that point? What about 1000 xp?
Again, my players have around 600xp a piece, and the game is still fun and challenging. I've been giving out 20-30 XP per session, as detailed in the book. We meet up either every week or sometimes every other week, at which point they'll earn about 40 XP for a marathon, 12 hour session.