Vespin says:
It's extremely discouraging to hear that Force wielders are so much weaker than normal characters - even if this changes after probably well over a year of gaming with Force wielder. That just seems like awful modern game design. Wow.
Rean411 says:
To a degree I would have to agree with you somewhat but not completely, if you get a few abilities that allow adding force die to checks then every force rating you go up is like worth a skill rank in multiple skills. On the other hand I just heard a horror story last night where someone found out that the GM had secretly been giving the force users a ton of bonus XP because they were "too weak". The Force users had 7 I repeat 7 Hundred more XP than the Non-Force Users in the party. And it was lo hidden, only the GM and the Force users knew.
Depends on how everyone is spending their XP - and frankly what you consider strong and weak - ofc, but if we're just talking about raw "big" dice pools (lots of Yellows), and if the non-Force users are going for big dice pools, and so is the Force user, the non-Force user is gonna "win" compared to an analogous Force user.
Force Powers are magic tho. They introduce "intangibles" to the narrative that Skills and Talents cannot. Reading minds. Turning Invisible. Jedi Mind Trick. etc.
The mechanical balance is asymmetrical. But the narrative balance - the ability to shine in the narrative - is equal if not weighted to the Force users, I'd say. Many Force Powers bypass the need for Skills or big dice pools completely.