I’ve been playing the original Star Wars RPG (WEG 1987) in a solo game and damn if combat isn’t cumbersome. Lots of rolling and comparison and adding numbers up, as trad games like this commonly require.
First, you roll your skill (e.g. “Blaster”) to attack against a target number defined by range. If the defender chooses to dodge, they roll and add that to the target number. Then, on a hit, you roll for damage and they roll to resist the damage. Armor increases the resistance but, if anything, can make it more difficult to dodge. Happily, damage is then only tracked qualitatively: Stunned, Wounded, Incapacitated, Mortally Wounded. Characters can attack or react (e.g. dodge) multiple times in the same round, just with smaller dice pools each time until the next round. So a single attack can easily require four separate rolls: to hit, to dodge, damage, and resistance.
I don’t mind rolling fistfuls of dice – a starting character could have up to 6D in a skill, even in the first edition rules. But I’m thinking about what design goals this serves and whether I’d want to keep doing it this way. Star Wars shows and movies often feature fast blaster combat and balletic lightsaber duels. While I’ve not played with lightsabers yet, having three to four rolls per attack, as well as multiple attacks in a round, turns out to be a lot. I’ve gotten so accustomed to rolling for either to-hit or damage, but not both, and definitely not a separate roll for resistance. That damage track is good, though.
I’ll noodle on how to approach this in the future. The next time I play Star Wars, though, will probably be back in a re-skinned Scum & Villainy.