Perhaps the Thread title was a mistake, I'm sorry if I misled people into thinking I wanted to make Agility as the soak stat, I mean any stat, can be explained to be used as soak in some way or other, so a character would choose a stat and that would then be used as soak
This would remove any stat focus on a particular stat allow people to build their character as they wished then soak could be handwaved away like the reasoning behind static target dice for attacks..
I'm really not trying to have Agility have more effect on combat, though I can definitely see why it should.. I'm more removing inconsistencies I see with the system (in my opinion of course), or strange choices. Why the system is very simulistic about Soak, and yet very narrative about combat target numbers..
The reality is that the rules system is balanced by way of making it necessary to not have one stat be more important than the other. Putting Star Wars and comparison to the movies aside, it is still a game system that could be adapted to any other setting. Every character has their strengths and weaknesses. That is why in the case of physical combat, you have to be careful to balance out your agility and brawn, deciding between being able to take certain types of damage or dish it out.
That being said, there is a huge difference between being hit and taking a hit. That is why the different careers use skills and talents that tend more toward one or another ability. The scoundrel, for example, isn't expected to be able to take a hit as well as a marauder. That is why the scoundrel's career skills lean more toward agility "aka, hit and run" and they have talents that make them harder to hit (ex. "Dodge" or "Side Step"). The marauder on the other hand, is built to take hits, as they are constantly in short/melee range. They are nowhere near as hard to hit as a high level smuggler, but have talents that increase their soak to compensate (ex. "Toughened").
At the same time, both of them use those same characteristics for their own ways of dealing out damage (Marauder - Brawn for up close and personal melee, Scoundrel - Agility for long range attacks, also allowing for aim and cover). In short, the characteristics work hand in hand with the career skills and talents. If you modify the special stats to work with a different characteristic, then you end up eliminating the entire purpose behind the careers and their different specialization trees.
That's how I see it anyway. I enjoy my house rules too, but I'm very careful when it comes to a core mechanic that "handshakes" with other core mechanics in the game.
Edited by Skydawn