SgtPimenta,The easiest house rule is to keep Parry and Reflect as they are but allow them to be activated multiple times on one attack, which may even be allowed by RAW but I've been told otherwise.With this option I prefer lowering the strain cost of additional activations (+1 per additional activation). I've got other rules but this is easiest.Here's an example. A LS hit does 8 net damage.With one rank of parry: Activate 3 times. Strain cost is 3+1+1=5. Stop 9 damage.With two ranks of parry: Activate 2 times. Strain cost is 3+1=4. Stop 8 damage.This way that strain really buys you something (stopping that crit +50 or whatever he's about to roll)Obviously strain is a deciding factor and weakness in this system already. Easy to exploit. But even without this rule I have to "hold back" and ask my players to do the same.
I'll try that, thanks. The bottom line is, I don't think that the system emulates all the parrying and deflecting we are used to see in the movies.
Sure, I understand the need to balance different classes, and I don't think jedis should be invulnerable or anything. But i think the Parry talent (and Reflect) should increase the chance of a character of avoid an attack (increasing Defense, difficult of attacks, etc, like other talents/powers do). The way it is Raw, it just don't look like what a jedi should be doing.
Just my two credits.
Two points to consider.
While the attack roll is a single roll, it accounts for several swings/shots made during the course of the one minute combat round, with the damage inflicted ultimately being the cumulative result of those attacks. Mechanically, my PC might be making a single Lightsaber combat check to hit the Inquisitor he's dueling, but narratively my PC and the Inquisitor are trading blows over the course of that round, with the wounds that I inflicted on the Inquisitor after he used Parry being a combination of glancing blows and physical stress from blunting the full effect of my strikes. Same goes for using Reflect, in that any wounds suffered after Reflect is accounted for is narratively the physical stress of keeping those blasters from putting holes in one's body as well as the glancing shots that slipped past my defenses. It's been said that "real" damage in this game is not tracked by wounds, but instead by critical injuries; take a crit, and that's real, lasting damage, where wounds are more like minor cuts, scrapes, and burns that can easily be tended via a stimpack to allow the PC to ignore the pain and keep fighting.
Secondly, the PCs in this system are not fully-trained Jedi, which was something the FaD Beta made pretty clear and something I hope the final core rulebook also emphasizes. They're people that have in various ways stumbled across bits of Jedi lore and training methods, especially when starting out, and even at "Knight Level" they've still a ways to go, and their doing it without the lifetime of proper training or the support network that the Jedi Order offered during the days of the Old Republic. Even in Legends when Luke started trying to rebuild the Jedi Order, most of his recruits generally paled in comparison to the Jedi Knights of old in terms of their abilities, but those NJO Knights were still plenty capable. Granted, a lot of that capability in both the old and new Jedi Knights was due to most of their opposition being minions, who aren't going to last very long against somebody with a lightsaber, which the game does reflect; a lightsaber is an incredibly dangerous weapon, more so than a blaster in some instances, and if you're not up to snuff when you pick a fight with a skilled lightsaber duelist, you're done for.
Part of the core design philosophy behind the entire system was that combat should be dangerous for the PCs, and that they shouldn't ever feel they're at a point where they can wade through their enemies with impunity. One of the core problems with WotC's d20 versions was that after a certain point (usually 5th level), most run-of-the-mill opponents such as stormtroopers and Hutt-employed goons were pathetic jokes to the PC, forcing the GM to concoct newer and more powerful threats as the PCs gained levels. With this system, a minion group of stormtroopers is still going to be a threat no matter how much XP a PC has under their belt. and we see this in RotS when clusters of clone troopers were able to take out several Jedi Knights and Masters, such as Ki Adi Mundi who simply got overwhelmed by enemy fire. So even in the films the classically trained Jedi Knights were NOT invulnerable to enemy fire. Heck, consider how many Jedi Knights wound up dead in the Geonosis Arena in AotC prior to Yoda conducting a gunship rescue of the survivors; Mace Windu went in with 200 Jedi, and roughly a dozen survived when it was all said and done, and these were Jedi that had undergone the lifetime of proper training.