I first bought this up ages ago, and Shade asked me to post my ideas, which I had subsequently lost! lol.
I hashed something together, but the idea of merging ranged and physical always sat in the back of my mind, as something (other than how to make Damage & Penetration systems actually work...) to fully realise.
I know this is actually quite radical, and has next to no chance of ever being implemented into CB, but that's not gonna stop me explaining my idea, and hopefully getting some help to work through it! ;)
Basically, no distinct Ranged/Melee rounds, and the weapon you use determining at what 'range' you attack.
There's a new Intrinsic, called Initiative/Movment/Speed.
Each attack in CB assigns a 'movement' to the attacker. Either towards your opponent or away from them.
At the start of each round, much like to-hit calculations (and other stat versus stat comparisons in CB), the attacker and target compare 'Initiative' scores. The highest wins the movement type for those attackers in that round.
In general Ranged Weapons default to moving away, Melee to towards. But more on that later.
There are 4 possible outcomes of movement involved, and a nice flavour name for each.
Ranged winning versus Ranged. Winner 'Snips' opponent.
Ranged winning versus Melee. Ranged 'Disengages' from Melee.
Melee winning versus Ranged. Melee 'Charges' Ranged.
Melee winning versus Melee. Melee 'Engages' opponent.
What does this all mechanically mean?
In general, the Ranged penalties exist, but as a single set average amount. The penalties for Ranged weapons used in Melee are also kept.
Sniping: The winner is able to keep the target at favourable range, while keeping them at bay. Attacker doesn't suffer the Ranged penalties, while the target still does.
Disengage: The Melee target is unable to attack. The Ranged Attacker still suffers the usual Ranged penalty.
Charge: Melee Attacker catches the ranged target, attacks as normal, and in return the Ranged target attacks suffering the Ranged in Melee penalty.
Engage: The Winning Melee attacker overpowers their opponent, attacking with a damage and to-hit bonus, based on the Initiative comparison.
What weapon does what;
Ranged weapons all default to 'away'
Melee Weapons all default to 'towards'
FB defaults to 'away'
MM is special. And defaults movement to whatever is more beneficial. 'Away' when facing a Melee Opponent, 'towards' when facing Ranged.
Melee DD (Decay, CoC & SG) all default to 'towards'
Having no weapon equipped also default to the most beneficial, like MM.
There is a reason to use both a Ranged and Melee Weapon. You will switch Weapons based on what 'range' you end up at. Your Primary Wepaon will be the largest Weapon by NW.
Your secondary weapon adds no PR at all. For X or PTH.
For exmaple, a Bone weilding Tank with a smaller SoD is fighting an ELBow archer. He doesn't win Initiative, and can't attack with his Bone, so whips out his SoD, but suffers from a 'sniped' result.
The HoC would need to be changed slightly, and other items added/amended to work with the new Intrinsic.
Phew. What do you all think? :P