Deleriad
Mongoose
The problem may be that the rulebook makes a sort of default assumption that you can use the old RQ weapon categories as the basis for combat styles but never actually spells it out. Traditionally in RQ the skill "1H sword" would cover most 1-handed swords so the style "sword & shield" would cover most combinations of 1-handed sword and shield.Greg Smith said:I can't disagree. I am trying to get to the bottom of the rules so that I can wing it with confidence and ease when I come to play.
This is a perfectly reasonable assumption and you tend to find that a combat specialist will end up specialising in maybe 3 combat styles and, sometimes unarmed.
This assumption means that the combat style "1H sword & shield" is better in all respects than the style "1H sword." Now you can simply accept this on the basis that there might be cultural or technological reasons to not learn a shield style.
Quite a lot of people however prefer broader combat styles based on culture, profession or cool-factor. That also works perfectly well but then you do need to tweak character generation.
The problem is that some published sources assume broad styles and others narrow styles which is not exactly ideal. This means that really you want to decide for your campaign what level of granularity you want and then make sure the players know.
The deeper question is that it would be nice to have a meta system so if you choose broad styles you could pick from options. I personally like fairly narrow styles so my personal meta-structure is:
A combat style consists of either two weapon types used together OR
1 weapon type used in all modes.
So the style "Sword & Shield" covers 1H sword and shield while the style "Swords" includes swords used 1-handed, 2-handed or even thrown but not used in conjunction with another weapon.
However if I were to run a pulpish kind of game I would use broad combat styles with maybe up to a half-dozen weapons and weapon types. Almost like a grimoire with spells. Again, personally, I would call that a "Combat School" rather than a style just for flavour.
The main thing is to choose an option, make sure the players know and tweak the system as needs.
Hope that helps.