Something I came up with about 5 or 6 months ago and it seems to be working well.
My Problem: Characters are blaster bolt pincushions and get shot and stabbed a lot while still running around thanks to chronic use of Stimpaks. Description makes the PCs sound like they are absorbing crazy amounts of damage, which outside of heavily armored characters doesn't feel very much like classic movie Star Wars to me.
My Solution: I decided that all straight damage results that do not indicate a Critical Hit go to Strain first , and is described as near misses and other hair raising close calls. Wound Threshold describes only actual physical damage to the character, and such damage is only taken from an attack that is deemed a Critical Hit, or damage that spills over from Strain pool into Wound Threshold pool of points (Soak is only used once per hit). Stimpaks are used for actual wounds.
Reaching 0 Strain or below does not Down a character, but instead it results in a check for the character to see if they have retreated, been pinned down, succumbed to fear, or otherwise decide that this tactic isn't working. This makes it so that the characters are often moving and not staying in static, D&D style chopping-trees fights.
Checks to regain Strain can occur in times other than at the end of the scene/encounter. If the character hits 0 Strain, they must wait a round and then their next action must be spent to roll for more Strain. A Destiny Point can be spent to return a Character to Half of Normal full Strain. Stun Damage and Stun weapons do Wound Threshold Damage, but this heals up after every scene automatically.
As an ancillary benefit, Use of Strain as the primary damage also cuts down on Players constantly taking a second Maneuver every round just because.
In Play: The use of Strain in this way has somehow made combat feel more dangerous and urgent, while cutting down on the D&D feel of combat. A good hit will still do a Critical if it has enough Advantage or a Triumph behind it, and that feels right because it was a Good Hit and made combat feel hard to predict and exciting.
Some talents are affected by this rule as Strain is a much more precious commodity, but it hasn't been as big of an effect as I thought it might be before playtesting the rule. My groups do not tend to have a lot of Fore Users and the Force users that are around are generally Force Sensitive types anyway. So for heavy Lightsaber action this may have a bigger effect on use.
Edited by Archlyte