First we should all recognize that there are attacks that have 1 firepower, technically. Bombs and mines circumvent the problem of having to deal with the defense dice math by just not allowing them into the equation, and also preventing the user from being able to modify the bombs 'attack' with their own resources such as tokens. Excepting a few cases like Sabine which I suppose I could give you. In the end though the device attacks are stat-locked as to their success and outcomes. For example the new Thermal Detonators. It is a known chance, and that allows it to be predictable in general, but still have variance that keeps the risk calculation factor present.
These next few paragraphs are just had to be noted things for many of you. It should be obvious and maybe you've recognized it yourself but we don't talk about it much if we do. There is a not talked about beauty of the dice as is in X-wing though. And I strongly believe it's one of the lessons they learned from first Ed like Davy said. The engineered goal of the dice in X-wing is to generally allow things to be destroyed. This actually happens in two ways. The most obvious we all already know is that the dice are unequal one-to-one. The attack die is just better. So as long as you keep the pool-vs-pool within a certain range, that particular part of the intentional design works. But there's the rub, you have to keep them roughly equal so that the red dice can do their job.
To do that they've kept it close by having an baseline disparity that's allowed built in to the foundation. Generally speaking, if we look at it just from the starting points of the combat engines calculations, so we ignore some variables that are circumstantial such as weapons disabled or say some upgrades or pilot effects, attack pools cannot be less than defense die pools by more than one die. Very important that I emphasize again here that this is the starting point of the calculation. After it leaves this void of origin, it can get as weird as they want so long as it had game costs associated to it.
This is accomplished with a very simple design 'rule' they tend to stick extremely close to. That rule is: Their are four base attack values 2, 3, 4, 5. Some of those obviously are only via ordnance . And four base defense values 0, 1, 2, 3. Grab any two of those numbers at random and chances are the attack number you pick will be higher than the defense number. Duh right? Even cutting the two extremes which are very intentionally rare, 5 and 0, and just on it's own rarity let's throw out the 4 too, if you randomly pick one from each of the remaining values, attack can still at no point be less than defense by one.
This rule assures that the system naturally trend's toward reds favor by keeping the pools pretty close. And that's good, because the game must go on. Again, we don't want the combat engine to stall out. The design rule is simple. The max allowable starting deficiency of the attacker is to be behind the defense die by an eighth of a result average. So they'll have a chance by literally one die face as the defender. If they were to allow your 1 die primary, it creates a problem as that baseline changes to 5/8ths average ahead for green, and certain game states will then favor the defender. Because in that case green will too often not even have to try. 1/2 hits base is not allowed against 9/8ths evades base. You can only get that good/bad via game play after the base is set.
And I think it's rather eloquent in a way. There's this certain beauty to it of four numbers against four, offset by two. And it reminds me for some reason of a d6 system deep down and I find that kinda neat. Now I know I've written another term paper here so I'll leave it here and come back later. Thanks for reading if you got this far lol! 🍻
One last note. yes we need to have an objective system or similar. But they gave us three already, and none of them are required, and majority seems uninterested in them.
Edited by ForceSensitiveSpelling of my gawd my auto type hates me kill me now.