2 minutes ago, Mark Caliber said:Try this on for size.
Back when I was studying fencing IRL we spent just as much time working on strength training as on anything else. And yeah that was for a martial art that emphasized finesse.
Mind you the training fencing foils were pretty light weight, but we were effectively training to use a 3 lbs Rapier or comparable weight sabre.
So if you didn't have the strength (aka "Brawn") then you just weren't going to be able to effectively wield the weapon.
BUT, I get the notion of using Dexterity (aka: "Agility") as the attribute to base your ability to land a blow with a melee weapon and to use Strength as the attribute for damage because that's how SJ Games GURPS handles melee combat.
And it works brilliantly.
The biggest problem that I have with GURPS is that I haven't figured out how to include and balance force powers yet . . . I wish my players would spend more time focusing on force powers, because I think the way FFG balanced their talents and force powers, it lays out a good way to handle the Force. The trick would be to design a similar approach to GURPS where force powers are treated ad Advantages . . . (But I digress).
Mind you, I've already tweaked FFG's SW RPG rules enough to invoke the unbridled ire and wrath of these Forums and I'm intrigued to see the OP test out this theory and to report how it works for them.
Roll them bones P-47 and let us know how it works for you!
I do not really use the force, as I don't have Force and Destiny (yet), so I don't have all of the lightsaber stuff, just the basic powers. I eventually will probably try to join the Force to combat, but I can't even speculate yet as I don't know what sort of special talents there are for Jedi combat. Also, what is GURPS?