I understand the flat difficulty in ranged attacks, because the target's agility can never be good enough to dodge fast-as-light flying plasma (unlike Dexterity helping AC against an arrow in DND).
But a flying fist is tremendously slower, and the target's abilities in combat should come into play. I am trying to reflect this in my game by replacing Brawl and Melee's 2 Difficulty with "the character's Coordination (Agility) skill." So a defender with Agility 3 and a rank in Coordination provides 2 ability dice and 1 big red skill die in difficulty. For someone untrained in Coordination, the difficulty to strike them is simply the target's Agility.
This is one more thing to remember/keep track of, so I understand why it's not in the rules - as they are now, they are simpler.
Instead of this, to reflect the target's martial arts training, I was thinking the target's difficulty should be their Brawl skill. Unfortunately this ignores their Agility. To complicate things EVEN MORE, we could set the target's brawl defense at their Agility score plus their Brawl training. Same for melee combat - Agility plus Melee ranks.
I'll let you know how it goes, and please, let me know what you think of this idea!
Thanks all.
Edited by BradPlogsted