So this post doesn't pertain to lightsaber combat alone but rather the mechanics of an engaged check as a whole.
I've been DMing using the Star Wars Roleplaying games since Edge of the Empire first came out. Most of the time because melee took largely a back seat to the action going on around and unless built properly (my best friend built a wookie with 24 WT 18 ST and a soak of 8 w/ armor that could obliterate everything.) it was not generally as useful as being able to fight at range so the problem I've been having went largely undetected. Now that I've been running with Force and Destiny for the last 2 years some glaring issues have arisen with the way difficulty is handled. Namely on the PC side of things. The difficulty is always 2P by default and never reflects character skill or ability. I do acknowledge that yes, there are a number of talents that allow one to add setback dice (Defensive Training) or upgrade the check while suffering strain (Dodge, Defensive Stance, and Side Step), and there are a number of talents that allow you to negate damage a la Parry and Reflect. In my opinion I feel that a large expenditure of experience points has to go into these talents to get the most use out of them (barring parry and reflect unless you want to counter attack), and when approaching a battle with knight-level+ enemies they are largely rendered useless (except for parry and reflect) by the fact that the enemy is rolling far more dice than you can counter with upgrades, so you use them just to hope for despairs and threat rather than actually stopping the attack.
For example: NPC has lightsaber 4, and characteristic 5. PC has lightsaber 4 characteristic 5 as well. On paper this seems fine at first until you add in the Adversary trait which allows the NPC to upgrade the check directed at him for free, meanwhile the player has to suffer strain to gain the same effect, and then further spends strain to negate damage if the attack goes through, leading to a large expenditure of resources to keep going while the NPC can quite contemptuously bat the player around spending strain on extra maneuvers and upgrading his attack rather than having to use it defensively.
Has anyone else had an issue like this pertaining to melee combats or am I the only one? If so, what have you done to try and patch it with house rules?
I am thinking about having the player's skill with whatever weapon he is wielding allow him to upgrade the check a number of times equal to his ranks in said skill. For example: If wielding a vibrosword with 2 ranks in melee he would upgrade incoming melee check difficulties by 2 to reflect his training and ability with a blade. The same player has lightsaber 4 but does not benefit from this since he is wielding a vibrosword. Brawl is also included as part of this discussion making it a highly defensive skill. Minions won't benefit from this set of rules, and NPCs with the Adversary Talent will use which ever is higher for engaged checks. Thoughts? Also for discussions sake, if wielding a lightsaber should lightsaber skill be allowed to increase the difficulty of incoming range attacks?