Maybe [you] should think of it more as rushing the punch/kick/whatever so you let your guard down for a moment?
I mean, same thing I said to Namikaze, you have to explain that to me in way that makes sense from fighting logic. Throwing a jab just doesn't leave you open, it's actually the opposite, you're less open. It is less hard hitting, though, which makes Rhat's reduced dmg idea make sense, see below.
Well, I mean, it just isn't anymore. It used to be this exchange, and the defender could dmg the attacker, and there was a lot contained in that one complex action. Now it's just an attack...a single attack. A thrust of a sword, a punch, a kick.
Except that that's not the case - it remained an exchange in SR4, where the option for the defender to deal damage instead also didn't exist.
I don't really know how to argue this with you.....it probably shouldn't have been a complex action in 4th either, but at least spells were only complex then, and I think more multi-fire options were complex. You were still allowed to make two simple attacks per IP in 4th, so switching melee from complex to simple would have effectively doubled the melee dmg output, which was presumably part the balance in the dmg codes (not going to claim everything was perfectly balanced, of course). That's not true now.
Anyway, it once indicated a complex exchange, it just doesn't now, regardless of whether some copy&paste fluff text still says so. Again, I'll point you to all the R&G variant actions that are describing one single attack.
The more I think about this more I think there shouldn't be any penalty at all.....melee actions should just be simple, their being complex is just vestigial.
Yes, I know, I said that. I don't know that +3 drain is so much bigger a penalty, though, most mages seem to have drain really pretty well in hand. I guess it really depends upon base drain of the spell you're casting, versus how good a drain resistance pool you have, so it's hard to relate. Anyway, you can't really apply drain to making a punch, so........
... +3 Drain is like losing 9 dice from your Drain resistance. Kinda big, plus its exactly enough to impose a wound penalty on everything else you do. It's pretty substantial.
And while you can't apply Drain to a punch, you can do things like reduce the damage.
Again, I don't think you can really translate the drain to anything very directly at all. On subject of dmg, if you want to quick cast the spell you can always do it at a lesser force to keep the drain the same, which will of course make it hit much less hard.
I like the idea of reducing the dmg....a jab, a snap kick, anything else that is quick simply gives you less time to put rotational momentum from your whole body in there, therefore doing less dmg. (it also makes it harder to defend against, because there's much less "tell", it's like the opposite of the R&G haymaker, which represents a heavy roundhouse of some kind) Everyone knows a jab is lighter punch, it's like the light, medium, heavy buttons from street fighter.
I'd think something like -2 DV would be appropriate. But again, like I said, the more I think about it, I think melee attacks should just be Simple, natch. But I know not everyone thinks like that, including in my own group, so I'm trying to make compromise rules construct people can agree on.
Maybe it should be an alternate action, similar to various actions from R&G (but I don't think it should be a technique....they really made too many basic things, like haymakers, MA techniques). -2 DV, but also say -1 def (mostly for flavor, jabs are harder to defend against, that's why they're used in boxing)