We made it M*2", but capped charges at 12". You can still make use of M" above 6", since you can engage enemies with Move (as long as you follow the shortest path). So you can either charge+fight someone within 12" or engage someone, say, 18" away if you have a crazy high movement. To compensate for this, we made it so when you Retreat(basic), only you initiative check matters, not the opponent's: if you succeed, you move M" away, otherwise you get slapped with reaction attacks.There were two schools of thought here; make the charge distance M*2, or make the charge distance M+D6. We didn't manage to come to a consensus on which was better... Essentially I wanted people to generally be able to charge 8-12" as I felt this matched well with short range weapons. M*2 would almost always allow an 8" charge, but it was also capable of going well beyond 12". M+D6 made it less likely to significantly overrun 12", but you would often fall below 8" too.
I like your analysis here. Melee blenders are indeed oppressive towards weaker fighters if they can attack back indefinitely. I would not completely remove reaction attacks though, as it makes interaction very one-sided. If you wanted to let blenders get mobbed, allow reaction attacks occur only once per round. Some bookeeping will be needed, sure, but I think it is bearable; this way you could either bait reaction attacks with trash fighters charges (to follow up with stronger fighter charge) or stack allies for assistance/interference while getting free attacks (should the enemy decide to keep reaction attacks specifically against your would-be charger).This change was trying to address a few things I don't like about melee. First is that Reaction Attacks essentially give you free actions; as long as people keep charging, you can get as many fight actions as you want. Second (and third) is that Reaction Attacks mean that combat monsters can't effectively be engaged except by other combat monsters. If you charge a ganger in and fight, they're essentially dead. This leads into the third one, where charging a ganger in and not taking the fight action becomes a sensible move tactically as it lets you get assists for your own combat monsters... But I don't want that. I want people to fight.
Some trends emerged over the course of the tests that I found really interesting. People found that you couldn't just send in a melee monster and start blending; whilst getting into melee is easier now, the lack of free CdG means you can often need another fighter's activation to finish the job.
What I'm not a fan of:
- Pin being a 3" reduction feels weird; does this mean that standing up is a free action, just gives a -3" movement penalty once? If the goal is to allow charges from pinned state, then allow exactly that, just limit it to M". Very easy to remember and play out.
- Coup-De-Grace should be a part of charging in, otherwise it is no different to shooting.
- There is not 'fix' for the fact that high Weapon Skill or number of attacks do not matter when you are being charged. I want a lasting injury of -1WS not to be a 'meh, whatever' for a ranged fighter, but actually make them think 'hm, if I'm not getting a bionic arm, I won't be survivimg a charge even by mediocre ganger'