So far I am really liking this system, but I wanted to run an idea by the comunity.
Basicaly, I really like the feeling that I am activly defening myself, and not mearly the victim of circumstance.
The simplest way to handle this is simply to let the target roll the negative dice themselves, whihc obviously doesnt alter the core mechanics of the game.
But to take things further, another idea I am exploring, is allowing characters to spend up to 3 strain to cancel sucesses, much the way vitality was used in StarWars d20.
This would change the focus of the game to one of a lot more jumping and running and diving around, and less I hit you, you hit me.
for this to work we woudl probably need to restrict the use of advantages to restore strain, perhaps by only alowing that on non combat rolls.( representing the character needing to catch his breath)
other changes this might necessitate woudl include some sort of cap on total stamina, which would be reduced by wounds taken, and perhaps increasing the dmg on some weapons to keep the lethality up when real HITS are scored.
I would also like to have stats/skills play more of a roll in not getting hit.
for example, if a skilled swordsman attacked a colonist with no melee skill, perhaps instead of 2 prple dice for defense, he woudl only get 2 black dice, or 1 black and 1 purple.
any way, just some ideas, I would love your feedback.
Wow, you through a lot at us there. Point-by-point:
Use of strain to negate hits
This is kind of interesting, but feels inconsistent with the rest of the game. Unless there are some rules I missed (and this has totally happened before), there are no ways to modify the roll after the roll. However, I think it would be totally reasonable to allow the use of extra strain to add Setback dice when you use a guarded stance, prone, or take cover maneuvers. That being said, I don't think I'd use this in my games, since there are plenty of ways to add setback dice to attack rolls already (all the maneuvers listed above plus using the massive number of advantages that are produced by many rolls plus talents and such).
Also, remember there were three different versions of the d20 Star Wars game: the original "OCR", the revise "RCR", the Sage Edition.
Restriction of the use of advantage to restore strain
As it stands, I don' t feel strain works as a limited resource, primarily due to 4 points:
The large number of advantage produced on rolls
The current cost of restoring strain (1:1)
"Advantage to restore strain" option can be activated multiple times/roll
Strain thresholds are relatively high
This allows a LOT of strain to be refreshed quickly before the thresholds are reached, or even approached. I've houseruled that the "Advantage to restore strain" option costs 2 adv. I've modified other advantage costs, too.
I assume this means "strain cap". I get the idea, but I feel like the book-keeping would be excessive.
Keeping Lethality Up
You seem concerned about the lethality of the game. Can you be more specific about which weapons you think need to have increased damage? This really hasn't been an issue in any of our EotE games.
Skills to increase combat difficulty
There was a lot of discussion on this in the Beta forums. Check the combat subthreads. It seems like the designers made a choice to move away from an opposed-roll model in combat during development based on some "left over" text in some beta passages. The suspicion is that it was done to simplify combat.
Melee Combat Against Unarmed Targets
Again, this got a substantial (bordering obnoxious) amount of discussion in the Beta forums. I think decreasing the difficulty to hit an unarmed opponent in melee combat is a reasonable house rule. It's also one I don't use.
PS Yepes, can you link those WHF forums?