Ruskendrul said:
-= BRAWN =-
One of my players decided to make an Wookie. And since Wookies are naturally good at Brawl and Melee he wanted his Wookie to be an Hired Gun, specialization marauder. First he invested all of his XP in Brawn, boosting it to 5. Since we all where fiddling with characters and noone had tested the mechanics just yet it simply looked as if a Brawn of 5 simply just would be for Brawl/Melee what Agility was for shoothing. But it only took so long as to the first fight that we found out that Brawn is a broken attribute.
1) It adds to the Wound Threshold of all characters (Page 14, 26, and under each species description respectevly). Neither I, or my players had any problems with this since it makes sence. A bigger person can withstand physical punishment better then a smaller one. All characters in my group started of with 12 in Wound Threshold except the Wookie that started of with 20 (5XP invested in Toughened at page 100).
2) Brawn is the ability used to calculate dicepool when using skills like Brawl, Melee or Athletics (Page 71). Nothing strange their either, simple math since Agility is the base for Ranged, Pilot and so on (Also page 71).
3) Brawn is used to get the base damage with Brawl (Page 137) and Melee attacks (strangely no Page reference but since both Brawl wapons and improvised Weapons use Brawn as base value and all Melee weapons has a +X in damage we just went a little crazy and assumed Brawn was basedamage in Melee aswell). And yet again nothing all to strange beeped on the radar. Our Wookie bought an vibro-axe (+3 DMG) and thus made 9 damage per hit (5XP invested in Feral Strenght at page 92). Compared to the smuggler with a modded heavy blaster pistol at damage 8 and the bounty hunter's heavy rifle damage 11 he was doing good damage without being to powerfull.
4) Soak… All of my players invested 500 out of their starting credits and bought the padded armor with soak 2 (page 113). This gave every one in the group a soak of 4, except the Wookie, that suddenly had a soak of 7. Not saying that a soak that high is bad, iIt is gamebraking. Allowing Brawn set the base for a soak value is simply the worst misstake since the introduction of unnatural toughness in Dark Heresy. Letting players get an ability that vill render themself pretty much invulnerable to most conventional weapons is just stupid. Our Wookie is immune to all regular hits from Houldout blaster, Light Blaster Pistol, Blaster Pistol, Heavy Blaster Pistol and Slughthrower Pistol (page 5 in the errata). It also makes him immune to Brass knuckles, Shock Gloves, Combat Knife, Gaffi Stick, Truncheon and Vibro-knife counting that the one using them also has a Brawn of 5 (page 6 in the errata). Since I do not want to rant to much I will simply showcase you with a schematic on how combat in avarawill look in Star Wars when you got a character like that in it. In the folowing table I will compare the Smuggler with the Wookie. The Smuggler with her 12 Wounds and the Wookie with his 20.The Smuggler having Brawn 2 and the Wookie a Brawn of 5.
1S) Smuggler get hit by a Blaster Rifle.
Hit one: 7 dmg out of the Smugglers total 12. 5 wounds remain and can only take another hit unless she uses a stimpack.
Hit two: Down!
1W) Wookie get hit by a Blaster Rifle.
Hit one: 4 dmg out of the Wookies total 20. 16 wounds remain.
Hit two: 4 dmg out of the wookies current 16. 12 wounds remain.
Hit three: 4 dmg out of the Wookies current 12. 8 wounds remain.
Hit four: 4 dmg out of the Wookies current 8. 4 wounds remain and can only take one another hit unless he uses a stimpack.
Hit five: Down!
2S) Smuggler with padded armor get hit by a Blaster Rifle.
Hit one: 5 dmg out of the Smugglers total 12. 7 wounds remain.
Hit two: 5 dmg out of the Smugglers current 7. 2 wounds remain and can only take another hit even if she use a stimpack.
Hit three: Down!
2W) Wookie with padded armor get hit by a Blaster Rifle.
Hit one: 2 dmg out of the Wookies total 20. 18 wounds remain.
Hit two: 2 dmg out of the wookies current 18. 16 wounds remain.
Hit three: 2 dmg out of the Wookies current 16. 14 wounds remain.
Hit four: 2 dmg out of the Wookies current 14. 12 wounds remain.
Hit five: 2 dmg out of the Wookies current 12. 10 wounds remain.
Hit six: 2 dmg out of the Wookies current 10. 8 wounds remain.
Hit seven: 2 dmg out of the Wookies current 8. 6 wounds remain.
Hit eight: 2 dmg out of the Wookies current 6. 4 wounds remain.
Hit nine: 2 dmg out of the Wookies current 4. 2 wounds remain but will be able to take another two hits if he uses a stimpack.
Hit ten: Down!
For the Smuggler I really do not see a problem in the balance of the wounds and how much damage they take in a fight. In all the fights we played out we experienced that it was not uncommon for people to miss their attacks. On a whole I'd say that the characters and a certain nemesis had about 75% accuracy while the "common enemy" had about 50% accaruacy. With the example above it would mean that the Smuggler without armor would go down after 4 rounds (miss-hit-miss-hit) at best, at worst down after 3 rounds. When the Smuggler dons an armor the survival rate raise significantly to 6 rounds, or at least 5.
But the wookie would survive a tiersome 20 rounds, 24 if he uses his stimpack! And that is just counting being hit, not responding or hitting back.
A high Brawn is clearly a broken stat if used as a base for soaking damage.
-= SUGGESTION =-
If the makers of the game MUST have soak as a mechanic then I suggest that you remove Brawn as an contributing factor. A character already get wounds, chanse o hit, use skills and bonus damage for it. That is more then enough! With the absence of Brawn for soak you could easily add 2 to all armors soak value instead ( Heavy battle armor should be buffed to soak 5). That way armors are still usefull and will let the Pierce make more sense since it in its current form automatically bypass all armor.
Or you could replace the solid soak with Ability Dice where each "Hit" would indicate one point of soaked damage. Brawn in combination with an armor would then upgrade dice just as with skills. I would further suggest that armors get their soak raised in this method with at least 2 to compensate for the more random result. So a character with Brawn 2 and Laminate (soak 2, buffed to 4) would roll 2 Abilit Dice and 2 Proficiency Dice. This way armors would still be effective, a high Brawn would still have an impact and Pierce could simply add 2 Difficulty Dice to the roll.
While it's true that strength makes you very tough, that exists for a very good reason. Wookies are going to have to survive long periods of time in close combat, I've played several RPGs and melee characters in a primarily ranged setting are very hard to play. Having to be in the fray means that he has to be able to survive in the front lines and usually won't get much use out of cover or prone (two defensive techniques that ranged characters can get a lot of use out of) soak helps with that.
He also put all of his potential into a single ability, that is going to make anyone very adept in the area that the ability covers, and this means that he can't do much out of the area of hitting things and taking a hit. If you have a problem with the Wookie, get him through his strain, Wookies have a Strain Threshold of 8+Will, so he will only have 9 Strain, even with 7 soak a Blaster Rifle set to stun deals 9 damage + Successes, so you could probably knock out the Wookie in about 3 turns, and there are other ways of straining characters: threats, enviroment, fear, and certain abilities can all cause strain.