Disclaimer: This is more of a thought experiment so please give feedback that is constructive, thank you
There was at one point a thread in which someone said as a GM they used Opposed Checks for lightsaber duels or something to that effect. I was thinking that Opposed checks for all melee that isn't with Minions might be the way to go. My thinking here is that RAW Melee is in the same You Go/I Go resolution as a lot of other games, and promotes Character-in-a-vacuum like descriptions. The dice themselves vary this up a bit but I was wondering why Melee isn't handled like a simultaneous exchange. PC vs PC, PC vs Rival, PC vs NPC would be the cases I am concerned with and so I was thinking it could go like this:
PC Initiative Slot A
RIVAL Initiative Slot B
A: PC Attacker has 1 Y 2 G for Melee and gets 1 Boost from Friendly PC from their roll. Rival Defender has 1Y 2G for Melee and this becomes 1 R 2 P
B: RIVAL Attacker gets 1 Y 2 G for Melee for roll opposed by PC with 1 R 2 P .
The first thing I can see happening from this is that because the negative dice weigh so heavy there will be less hits.
Another thing is that the melee characters will be at a disadvantage compared to Ranged characters as a whole. I prefer this to exemplify the fact that guns are superior, and for my game I don't mind the inequality between the two character concepts.
What are some of the problems with this type of resolution, and I am especially concerned about how it would affect Lightsaber characters. Thanks for any help.