Brawn and other stats

By LukeZZ, in Game Mechanics

Brawn is the only attribute that is directly added (as numerical value) to 3 important stats:

1) Wound Threshold
2) Soak
3) Melee Damage (this one is not very clear)

Adding Brawn to both Wound Threshold & Soak seems like doubling the effect.
And a naked strong man (Brawn 5) will only be scratched (from the extra successes) by a Light Blaster Pistol…
Maybe the Wound Soak could be a fixed amount (something like 3, increased by the Resilience talent), exactly as the Strain Soak is a fixed amount (0, increased by the Resolve talent).

Rolling Brawn to hit in Melee and adding it to melee damage seems like doubling the effect.
More dice (or better dice) = more successes -> more successes = more damage.
Maybe a fixed valued (something like 3) could be added to melee damage.

Thoughts?

I'd prefer that Agility adds to Defense, to help balance it out.

TheRedBaron said:

I'd prefer that Agility adds to Defense, to help balance it out.

+1. This did seem odd to me that there isn't really a dodge ability or some such way to increase your defense.

TheRedBaron said:

I'd prefer that Agility adds to Defense, to help balance it out.

Yes, another way would be to increase the use of other attributes (Agility is the main candidate).

Adding Agility (or maybe Agility -1) to Defense would be a good start.

I would also add Agility to ranged and lightsaber damage (naturally reducing the fixed damage by something like 3 or 4).

Well, I agree with Brawn being all over the place, but I'd rather remove it as bonus to damage (if it is a bonus, can't actually find the rule in the book) than make Agility add to Defense. Let's face it, in an Outer RIm game, we're gonna have a lot of shooters with Agility 4-5. You put armor and some talents on them and they'll be adding 6 (setback) dice. One thing I don't want in EotE is rolling buckets of dice. Did that in WEG.

Wulfherr said:

Well, I agree with Brawn being all over the place, but I'd rather remove it as bonus to damage (if it is a bonus, can't actually find the rule in the book) than make Agility add to Defense. Let's face it, in an Outer RIm game, we're gonna have a lot of shooters with Agility 4-5. You put armor and some talents on them and they'll be adding 6 (setback) dice. One thing I don't want in EotE is rolling buckets of dice. Did that in WEG.

To keep low the number of Difficulty dice added you could use (Agility - 1) upgrades from black d6 to purple d8.

So if you have defense 3 (armor + talents) and agility 5, you would add to opponents attacking you 3d8 (purple) + 1d6 (black).

If you have defense 0 and agility 5, you would add 2d8 (purple).

Yeah I guess that might work. I personally wouldn't use it as it's too complex. I'm not even sure how you come up with 2d8 in the second example, but I'm probably missing something.

Wulfherr said:

Yeah I guess that might work. I personally wouldn't use it as it's too complex. I'm not even sure how you come up with 2d8 in the second example, but I'm probably missing something.

Agility 5 - 1 = 4 "upgrades"

1 "upgrade" for 1d6 (black) (none used)

2 "upgrades" for 1d8 (purple)

Still I would prefer to improve the effect of the defensive maneuvers than give some type of permanent bonus to defense.