Greg Smith said:
They are designed to be as flexible as you or your players wish. There is no balance - you could chose rapier or you could chose knight.
This is an area where the GM can define the "feel" of combat in his or her campaign. Do you want to emphasise cultural fighting styles? Or do you want to divide weapons into groups on the basis of similarity? Or some combination of the two?
Greg Smith said:
The idea that you could chose a broad range of skills under in one professional style (such as knight described above) isn't in the main RQ rulebook at all.
True. But we don't know yet whether
Legend will provide any additional advice in this area. And I note that
Elric does define a couple of professional fighting styles - for example the
Melnibonéan warrior style (which is basically Sword & Board), the
Dragon Lord style (Dragon Lord (Spear/Lance and Shield) and the
Noble House (Twin Blades) combat style
Greg Smith said:
My advice, having hashed this out with my players, is to define the combat styles you will allow in your game before you start generating characters.
This is very sound advice. I would add that if you are the GM, you should use this as an opportunity to customise the combat rules to suit your proferred style of play. For example, you might decide that a
Nomad Horse Archer combat style is ideal for your Sword & Sorcery campaign, and a
Chivalric Arms combat style is perfect for your Arthurian campaign.