Consider the iconic katana. Attack value of 10. With even 2 points of Strength behind it, you have an attack rating of 12
Attack rating of 12 is the same as Walther Palm Pistol have at close range. I don't really see the issue with a Katana wielded by an agile (but weak) Elf having an attack rating of 12 when it comes to edge gain. Why should you not gain a tactical advantage when using a melee weapon at melee range compared to using a firearm at melee range....?
Also, Katana is the melee weapon with the highest listed AR (unless you count the exotic monowhip). Forearm snap blades, Knifes, Clubs, Extended baton, Saps & Stun Batons, cybernetic hardening or shock weapons, Handblades, Hand razors only have an AR of 6 (or less) at its most optimal (and, in most cases, only!) range category.
This is still a smaller benefit than high Strength offered in 5e.
Even if small, it is still a bigger benefit for melee weapons than we had in SR6 up until now ;-)
Now there is a[nother] reason for a melee focused character to not dump stat Strength.
This was part of what a lot of people asked for. This is a good thing.
Is it a realistic emulation of real life? Probably not (but does it have to)
Will many melee focused characters put some points into Strength? Probably yes.
Will many melee focused characters go for a troll with an augmented exceptional strength rating of 14? No (but why would we consider it a good thing to 'force' all melee characters into playing a troll...?)
Even a plain old knife is 6, and most of the weapons PCs would carry are 8-10.
And with a strength of 2-4 (which I guess is a range that PCs will aim for) you will end up with a Knife AR of 8-10. Do you really think it is unreasonable that a weapon in its most optimal range category have an AR of 8-10 (rather than just 6)?
Also note that not a single firearm have an AR of less than 8 in their optimal range category and some firearms even have an AR that goes all the way up to 14
(and all this is before adding stuff like smartgun or ammo bonuses).
This means adding Strength on top makes armour quite ineffective in melee combat now - you're almost always going to concede a point of Edge when attacked or counter-attacked.
If you have a melee focus and still decide to dump your Strength (because it does not add directly to strength anyway) you will actually have a hard time gaining edge when attacking someone. In fact, odds are that a big armored opponent will actually
gain edge on
your attack (unless perhaps you specifically use a higher AR weapon such as a combat axe or katana).
It was due to the fact that every time the party encountered a new combat, they had foes with totally fresh Edge pools to contest against with their diminished Edge pools.
I can't talk for your table, but many encounters in Shadowrun are designed with grunts (that share their professional rating worth of edge in one single pool and where only one group of them may use edge at a time and only once per combat turn) and perhaps a named character (for example a lieutenant of some sort that follow regular edge rules).
If you play tactically enough you should often be able to prevent the grunt edge pool from increasing and you should also be able to often be able to net a gain of edge while fighting them.
"adding strength to AR for melee weapons is huge because it will help with Edge gain"
I sure hope you are not pointing at me when you quote that, because this is pretty far from what I actually said:
Strength might not be the most valuable attribute in the game (and it does not directly affect the damage value...
Slipped by 6 posts while writing this
