I'm curious if anyone allows close combat skills to directly influence characters' ability to defend themselves. And if so, how do you do it without "breaking" (or stalling) the system?
I get that a ranged attack doesn't (generally) take into account base agility or skill-based defenses since the attack moves so quickly. Talents can come into play (I'm looking at you, Obi-Wan), but I'm not concerned about those for purposes of this discussion. I'm concerned with the character's actual skill at getting out of the way of a close-up attack. So a ranged attack is against a fixed difficulty modified by boosts and setbacks to represent what the character did to put something else in the path of the attack or impede the attacker. It's hard to dodge a bullet.
Guarded stance doesn't care about skill and gives the same bonus regardless of any skill that might help you against close-up or ranged attacks, so that's off the table for discussion as well.
I get that the size of the dice pool and prolonging of combat are issues, but it seems that simply not allowing any skill that represents how well you move in battle to augment defense isn't so much presenting an alternative combat model as it is ignoring the inconvenient truth that skill in close combat isn't just about how well you attack. Opposing checks are actually closer to how close combatants are traditional depicted in fiction: they would generally allow a good fighter to seldom get hit except by one nearly as skilled. But opposing checks are a lot of dice and harder to "read".
Sorry this post turned from asking a question to just offering some semi-frustrated musings. I feel the flat 2 difficulty for landing a melee hit augmented only by talents and gear is an oversimplification, but I'm not sure how to fix it and keep combat interesting and fun.
Edited by Dragonshadow