After all the melee (used as a general term for non-ranged) combat discussion in the threads recently, I've been reviewing the melee weapon (Table 5-6) changes, especially "the great September melee nerf". It's been a few weeks, and I'm curious how it's affected other groups' play sessions. The majority of "melee" at my table is actually "brawl" that forgoes the brawling weapons, so I don't feel I have a good hand on what the changes did. Have previous melee heavy fighters moved away from it? Towards it? Are players relying more on ranged combat at short and engaged ranges?
It seems that now, post-nerf, even "Brawny" characters (Bra > 3) have trouble keeping up with the damage from most ranged weapons, even when using the heavy melee weapons like the vibro-sword & -axe. I'm personally of the mindset that melee combat should be pretty dangerous, because of the difficulty of moving to engage and (in this system) increased difficulty to score a hit a small distances. I'm not sure the current state of the melee weapons accomplishes this. I think there was some room for adjustment on the weapon damage bonuses, but the nerf went too far, especially on the axe. I think it would be reasonable to see a cumbersome rating of 3 or 4 on the axe, though.
It seems the devs tried to somewhat offset the reduced damage output of these weapons by imbuing them with some of the following qualities:
- Pierce
- Sunder
- Vicious
- Defensive
Do players (or GMs running melee-based NPCs, for that matter) feel that the penalties incurred by fighting in melee are offset by these abilities?
So, to reinforce the scope of the question and intended thread topic: I'm curious how the changes have affected observed play style or character creation.
Also, not talking about lightsabers here, only 'traditional' melee weapons.
-WJL
PS this is NOT a problem I noticed in game play. Instead, the post was secondary to the reluctance of a player to create a melee-centric character following the melee weapon nerf.