Edit: PM me if you know how to get rid of these big gaps, I'm at a loss.
Okay, so Strength as a category needs some love. The existence of Defensive, and the change in the overall roster compositions, have weakened Guard a bit, and Mighty Blow now only works on your turn and only if you are standing, but that's relatively minor; they're both pretty good anyway. Grab, Juggernaut, Stand Firm, and Break Tackle are ... fine, I guess. Thick Skull now doesn't compare to +AV even as a random primary, but it's still good on some players. But the eighth-best skill, at worst, is Strong Arm, and the best thing about Strong Arm is that you re-roll it.
Arm Bar and Multiple Block are mediocre as random primaries on the very best possible players to take them, and Pile Driver is a worthless dead skill unless it was a random on a Deathroller. All three of these are bad design: there should be maybe one skill as bad as Arm Bar and Multiple Block, though both would be okay if Pile Driver were fixed to the point of mediocrity. I have some ideas on that front.
But then there's Brawler. Oh, boy. Let's see how bad Brawler is by comparing it to Pro.
Pro is a mediocre, run-of-the-mill skill. It's okay on a hitter, good on a player with a negatrait, and has some combo value for Dauntless, Jump Up, or other skills you might use on your own turn to roll dice that can't end your turn by themselves. But it's not in anyone's top ten, you know?
But here's the thing: Pro is
much better than Brawler for everything Brawler can be used for, and then has a lot of other applications, too.
Let's take the most common way to use Brawler, the 2d block for knockdown.
Brawler works if you roll a both down, you don't roll a knockdown, and you wouldn't use a Team Re-Roll, either because you don't have it, or you wouldn't have turned over, or you have Loner, or you have the Re-Roll but are saving it for later. Pro works if you don't roll a knockdown and wouldn't use a Team Re-Roll, regardless of what specific dice came up, but is 1 in 3 to fail.
So let's envision a 4x4 table, where you either do or do not have Block and do or do not have a TRR for the occasion, and your opponent does or does not have Block and/or Dodge.
Brawler, 2 dice |
N |
B |
D |
BD |
---|
[tr]
N |
7 |
7 |
9 |
9 |
[tr]
R |
4 |
4 |
6 |
6 |
[tr]
B |
0 |
5 |
0 |
7 |
[tr]
BR |
0 |
5 |
0 |
7 |
[/table]
Okay, let's compare this to the chances of using Pro, which is functionally out of 54 permutations instead of 36.[table=bbcode_default]
[tr]
Pro, 2 dice |
N |
B |
D |
BD |
---|
[tr]
N |
16 |
16 |
25 |
25 |
[tr]
R |
12 |
12 |
21 |
21 |
[tr]
B |
9 |
16 |
16 |
25 |
[tr]
BR |
8 |
15 |
15 |
24 |
[/table]
So now let's put these in terms of the LCM of the denominator, or 108ths. To do that, we triple the Brawler numbers and double the Pro numbers.[table=bbcode_default]
[tr]
2 dice |
N |
B |
D |
BD |
---|
[tr]
N |
21/32 |
21/32 |
27/50 |
27/50 |
[tr]
R |
12/24 |
12/24 |
18/42 |
18/42 |
[tr]
B |
0/18 |
15/32 |
0/32 |
21/48 |
[tr]
BR |
0/16 |
15/30 |
0/30 |
21/48 |
[/table]
On top of this, Pro works on blitzes, while Brawler doesn't, and then there are all the non-Block things you can use Pro on. What's more, sure, they're in different categories, but there are only a few players with access to S but not G who don't also have negatraits, which advantage Pro.
So Pro is twice as good as Brawler for what Brawler does, and does at least as much as Brawler on top of that. Literally the only way I could imagine Brawler being better than Pro on a 2d block is if you have Multiple Block and S access but not G access and no negatraits, and in that case not having Block is a serious liability, but having Block seriously infringes on Brawler's style. Even then, it would be equal on the pitch, and only the TV and SPP differences would be salient.
What if you don't have 2d? Does the math change? Well, I mean, yes, but it's still not very happy. Here's what we get, in 108ths, when you compare Brawler to Pro on a 1d block, doing anything we can to avoid a turnover.[table=bbcode_default]
[tr]
1 die |
N |
B |
D |
BD |
---|
[tr]
N |
18/24 |
18/24 |
18/24 |
18/24 |
[tr]
R |
18/0 |
18/0 |
18/0 |
18/0 |
[tr]
B |
0/12 |
0/12 |
0/12 |
0/12 |
[tr]
BR |
0/0 |
0/0 |
0/0 |
0/0 |
[/table]
That's more mixed, but the whole thing is pretty ignorable, and if you're throwing 1d hits without Block, you're kinda being dumb even with Brawler, so Pro gets a slight edge here anyway. I'm not doing the maths for uphill blocks here, on the grounds that there are a ton of variables based on intent, and that you don't pick Strength skills based on their utility for a half-die. But how's it look on 3d? Here we need 648 permutations, sorry.[table=bbcode_default]
[tr] 3 dice |
N |
B |
D |
BD |
---|
[tr]
N |
111/128 |
111/128 |
156/250 |
156/250 |
[tr]
R |
87/112 |
87/112 |
132/234 |
132/234 |
[tr]
B |
0/54 |
102/128 |
0/128 |
147/250 |
[tr]
BR |
0/52 |
102/126 |
0/126 |
147/248 |
[/table]
Yeah. Still inferior, but closer. Possibly better with Multiple Block and Block, against two players without Block, but, uh, yeah.
That's the 8th best of 11 Strength skills right there for you. Maaaaaybe 25% as good as an "average" skill. Maaaaaybe.|