Da Boss said:One of the things I don't understand about the combat styles presently described:
If as seems to be the case that the intention was to have a characters combat style representing his knowledge of weapons -why so many multiple ones:
The examples suggested are things like Legionary, Samurai etc and ONE of their combat styles covers all the weapons they would likey use / be trained in. Fair enough makes sense. Is this a correct interpretation of the original intention behind Combat Styles.
If a character was interesting in unusual combat training outside his norm then he could buy an additional style with his/her skill points - so say a Roman Legionary officer's father had paid Gladiators to train his son in two swords.
But then they get more basic "combat styles" in char gen which represent what? As Greg noted Barbarians get 3 basic styles.
Putting highly restrictive examples in the char gen - ie 1Hd Sword, Dagger but then later saying actually you can have a well rounded and comprehensive list that fits with you background is frankly confusing.
I think a section with a example combat styles - both real world and Glorianthan would have been more use - but hey it’s done. It’s something a GM needs to think hard about when creating his campaign.
I play with a variety of different people in three different rpg groups who will approach this from hugely variable directions - so in the same group we will likely have one person with a restrictive style with one or two weapons and the other with three styles incorporating every weapon under the sun - both completely fair under RAW but liable to cause issues. And yes I still enjoy playing with all these people. Combat is a important issue in our games (not the most important but very important)
Its by no means a game breaker - but it could be problematic and complicated
Good point. This is an issue not just with combat styles but skills generally. Not just RuneQuest but any game that has skill lists. It's an issue with categorization and maths.
One could just as easily do the same thing with the Lore skill. Why not combine a few related disciplines? Does one really learn a single set of knowledge in isolation from all others?
You can go the D&D route and not specialize in any particular weapon. But then you lose the details that can be so evocative.
It reduces to how much detail do you want? What are you trying to convey with this rule? Unfortunately, there is no real solution to this problem.
Actually, there is one solution, totally free-form it.