It should be harder to punch high Agility opponent

By BradPlogsted, in Star Wars: Edge of the Empire RPG

Well, Con was always good for Hit Points.

I dunno, for a lot of the games I was in, Constitution tended to be one of the major dump stats, just behind Strength, with the rationale that it was better to have a really awesome Reflex Defense and make use of cover than to have a couple extra hit points. Jedi and Soldiers already got a d10 hit die, so an extra point or two from Constitution didn't make much of a difference, and Nobles and Scroundels were squishy enough that much the same applied. Only Scouts really seemed to benefit from having an above-average Constitution, but even that was mostly to get the bonus starting feat.

Well, Con was always good for Hit Points.

I dunno, for a lot of the games I was in, Constitution tended to be one of the major dump stats, just behind Strength, with the rationale that it was better to have a really awesome Reflex Defense and make use of cover than to have a couple extra hit points. Jedi and Soldiers already got a d10 hit die, so an extra point or two from Constitution didn't make much of a difference, and Nobles and Scroundels were squishy enough that much the same applied. Only Scouts really seemed to benefit from having an above-average Constitution, but even that was mostly to get the bonus starting feat.

Jedi: depends on build, though you will want high wis with any Jedi build. A good con score here means force shield really works, though high ref and use the force is all you need, since you can use force powers and full defensive as raw. Really, you could easily get away with averages in most stats. I mean if all else fails, use the force is you Attack roll.

Soldier: if you shoot, super dex, con, then whatever. This is the only class you need all the health you can get, unless you force sensitive then see above.

Noble: near front lines? Talk them to death and have your own army of droids/ship. Be smart, talk. They don't really want anything but

Scoundrel: tech monkey, do tech monkey things, your not here to fight.

Scout: I dont understand, really dependant on campiagn since they have varied roles, kind of intermediate of skill monkey/soldier.

I think the thought process here on combat is being analyzed a bit to much and it deals primarily with how you look at the numbers of the game. Typically, a D20 game has multiple Characteristics dealing with modifying combat and are very black and white (as previously mentioned) on the bonuses and penalties of combined characteristic scores. That's not the case with EotE, because with Edge you're looking a streamlined process that's more of a all-around 'skill based' system. The system in Edge creates alternatives, with combat skills being only a portion of the 33 skills in the game. Many times, based on the actions of PCs, the alternatives to combat are actually just as viable as combat itself. In any case, I digress a little from my point.

We need to look at how this system is created and the 'point' of characteristics if you will, because ultimately, in this game, characteristics are a little bit more broadened than in other systems; let's compare it to d20 again. D20 is primarily a combat game, where basically each Characteristic deals with combat in some way, shape or form. STR deals with damage, DEX deals with damage and AC (among others), CON deals with HP, INT deals with spells, or Spells, WIS deals with Spells, CHA deals with spells. Obviously, this is oversimplified, but when you take the d20 mindset, this ultimately what it breaks down to, because most things in d20 revolve around combat, crawls, phat lewt and the lot. So, Characteristics in the d20 system realistically show a type of combat style. The Edge system, is a skill based system, so the only thing that really is relatively close is that fact they both have dice - there are no strength modifiers, int for skills, saving throws, or that lot.

With all that being said, the biggest thing that we gotta to do, is realize that the Characteristics are dice pools, not modifiers. And each characteristics is grouped very generally, Brawn involves skills that deal with your body, or that are physical, Agility (a bad name) deals skills that involve hand-eye coordination and balance, Intellect deals with higher learning skills (knowledge, mechanicals and medicine), Cunning are 'streetsmarts' or the unscrupulous social skills, Willpower are mentality based skills and Presence are your 'good guy' social skills.

To get a feel for this, agility isn't even a Characteristic that realistically measure how 'agile' someone is, that would be under the Athletics skill, which falls under the Brawn category. In reference to whether a 2D check isn't difficult enough to hit for a melee character, and adding agility into the mix for an opposed check, I'd say that I don't necessarily agree with that. You obviously can house rule what you'd like, but 2D is meant for minions, and I've missed plenty of times with my low level melee characters against a minion group with 2D as a melee roll (it's more difficult to hit someone with a melee or brawl hit at close range than it is to hit with a 'ranged' weapon). As the PC grows, some must NPC combatants, as many Rival and Nemesis level NPCs have talents like Dodge, or Side-Step which create a character that is more difficult to hit.

To kinda simply it, you've got your PC's Physical Specimen (Characteristics), what they've trained (Skills) and what their innately 'Good At' that makes them better than people trained in a similar way (Talents). If you want to be a Melee Combatant, you can choose to do so, you can also choose to be offensive, defensive, harder to hit, controlling or whatever, based off what talents and weapons you choose. Brawn can be anything from an Axe Swinging Wookiee who specializes in Critical Hits, to a Teras Kasi hand to hand brawler, who specializes in dodging and hit people where it hurts. Both would naturally have more natural physical ability (Brawn) and skill training (Melee or Brawl) than other combatants, but how the spend their talents is what defines the actions they can take in battle, as well as how you can narrate the difference. I hope that makes sense...