Nostrildamus said:
Yeah, I think some of these situations are cases of overthinking the application. I don't think weapon styles are supposed to be quite so restrictive. I think of them as more open than the old way of doing things, because you can build percentages more easily through the use of them.
They are
not the old way of doing things. The old way was quite clear - you had a separate attack and parry skill with each weapon. Unambiguous, but meant you had a lot of skills to (potentially) improve - you might get by with "Sword Attack" and "Shield Parry", but you probably wanted at least some "Sword Parry" too, in case you lost your shield...
Then Attack & Parry were rolled up into a single skill - still reasonably unambiguous, and fewer skills to improve.
Nostrildamus said:
For instance, 1H sword and shield at 70%: if your sword breaks and you have to pick up a different weapon from a fallen foe or comrade, it doesn't mean you suddenly don't know how to use your shield effectively. Though the rules may not specifically say so, I think it's implied that the shield can stand alone as a skill at 70%, it was just conveniently learned alongside the 1H sword skill because that's how you trained in your background.
But what if it's not the
only style you've trained in your background. You joined the local militia and trained in 1H Spear and Shield to 50%. Then you joined the Cult of Humakt and learned 1H Sword and Shield to 70%.
Now what happens if you drop your Sword? You can argue that it should be 70%, but on the other hand, you no longer have a sword to block attacks from the opposite shide to your shield, so you could argue it should be lower.
What happens if you are able to pick up a spear from the battlefield? You have a Spear & Shield skill, so it seems somewhat counter-intuitive to say that you actually use a different skill instead.
Nostrildamus said:
As has already been stated, if you pick up a weapon with which you haven't trained, such as a mace, there is a penalty to the use of the mace, but not the shield.
Well, not exactly. If you pick up a weapon with which you haven't trained, then you use it at the base chance. But if all you have on your character sheet is combat styles you don't have a skill with "Shield" to be unpenalised. - If you have "Sword & Shield 70%" and "Spear & Shield 50%" and then pick up a Mace & Shield, you either have to decide it is covered by one of your existing styles, or determine what your skill is with the new combat style of "Mace & Shield".
Nostrildamus said:
Combat styles allow greater development than the old method of learning everything individually (for example, 1H sword 70%, shield 58%). Developing those two things separately costs a lot of points in the beginning as well as too many improvement rolls.
You can go further than that, by defining your combat styles widely enough. "Sword & Shield" can cover Broadsword, Short Sword, Scimitar, Rapier, Buckler, Target Shield, Kite Shield, all of which might have been separate skills. You can go further and make the style "1h Weapon & Shield" - now it includes maces, spears and 1h axes too - now it doesn't matter if you break or drop your sword, you can easily switch to any other 1 handed weapon - This might or might not be realistic (Pete has argued a couple of times that once you attain a level of proficiency it is more a case of your ability to read and react to the situation than the specific tools you have in your hands at the time), but it gives the game a different feel...
Nostrildamus said:
It's nice to have one improvement role that handles an entire combat style. Personally I think it's a huge step forward from the original method and shouldn't be over-analyzed or over-complicated
You could possibly achieve the same thing by saying a single Improvement Roll covers an increase to 1 attack skill and 1 parry skill at the same time, without ending up with a number of potentially overlapping styles which cause problems when trying to determine what skill to use when none of them are a perfect match.