How do you do with character skill imbalance? in Star Wars: Edge of the Empire RPG Posted September 18, 2018 8 hours ago, Varlie said: The trick is to have as much general use activities spread in among the specialties. If you have one person who is the pilot, then push others into a turret with Gunnery, doing repairs with Mechanics as 2P51 just said. Games like this actually accentuate this issue on purpose to make you want to be a part of the team. There are [a lot of] games where I am not able to get everyone gets something geared to their specialty but I try to not go more than two sessions without covering everyone. That said, I had one adventure that spanned several weeks that was designed specifically to require a lot of sneaking and skullduggery. There were a lot of old Star Trek misquotes those sessions "**** it Jim, I'm a pilot, not a Bothan Spy" Yes I agree. I try to do this as much as possible. I just noticed more 'gaps' in common tasks that I'm used to from other games. More of a challenge for the game master to put together encounters that have a satisfying role for most characters. Our party has five people, two high Agility characters, both pilots, technicians, gunnery people. The other three are more Brawn or Willpower focused, with some melee, some force powers and some social stuff etc. into the mix. But no piloting, mechanical or gunnery skills to speak of and a range of 1 and 2's in the relevant abilities. In the typical roles available in space travel (and combat in particular): they (to say it bluntly) suck. With regards to social skills, there are differences, but they are small, so everyone participates. With close-quarters combat, the pilot/mechanic is a liability. A couple of stray shots from some minions that would only put perhaps just a scratch on the high-soak and defense melee people would put him down. Sometimes, when the skills and situation synergize, you have great play. But some of the more standard situations (and you see them in some published modules as well) the required mix of skills is not offered. At the start of play, the differences were there and small enough that one could stand in our take over from another PC, but as XP and skills grew and PCs become more specialized, the challenges we tackled become larger, the PCs could not longer stand in for each other. "No more, I'll hold them off for a couple of seconds while you use the stimpack on your buddy", no more "I'll just take the wheel of the speeder in this city chase while you try and patch the damage." Social encounters still feel like a group effort with everybody can pitch in, even though with varying degrees of success, but some other challenges.... nope. I have not had an effect this pronounced with some other RPGs that I have played. We are trying to 'fix' the issue by acquiring a broader set of skills, but the game mechanics seem to tell us that investing XP into non-class skills and abilities with 1's or 2's is a waste of precious resources and the way to go is to hyper-specialize.