*Note - Please keep in mind I am new to this game only now just starting to read through the material
This is just an idea I had when I was perusing the combat/injuries area of the Core rulebook.
(This might have already been talked about but I couldn't see the topic anywhere)
I was thinking an easy way to make armour a little more useful (and at the same time make the lethality of the game just a touch higher)
would be to rule that when a PC/NPC takes damage and their soak reduces the damage to zero, they still take 1 wound.
After all, a miss or near miss is already in the dice mechanics and I cant reconcile with a PC/NPC actually being struck by a blaster bolt, vibro-axe, lightsaber etc. and it have absolutely no effect!
The advantage of wearing armour is that in cases where the PC/NPS's soak does reduce the wounds taken to zero, they actually dont take any wounds. ie. the armour took the hit/absorbed/deflected the damage.
This means that armour is a little more useful and makes more sense why people would wear it but doesn't actually change any of it's properties/stats.
The fact that unarmoured PC/NPC's take at least 1 wound per hit means that even the toughest being is going to be whittled down eventually.
I think this little tweak adds just a hint more risk/consequence to combat encounters and Players will be less inclined to just go in guns blazing all the time - or if they do, it will be all the more impressive!
Apologies again if this has already been bandied about etc., as I said above, I am very new to this system.
Anyone have any thought?