Quote:
Originally Posted by Varyon
For Karate and Throwing Art, DX+0 costs [4] - they're Hard skills. For Brawling, DX+2 costs [4] - it's an Easy skill. For Boxing, Sumo Wrestling, Wrestling, and most weapon skills, DX+1 costs [4] - they're Average skills. Aside from Brawling, all of these (assuming WM) get a further bonus at the next skill level, which also costs [4] (total [8]), but this trend doesn't continue, as otherwise you'd get ridiculous damage with high skill. The only real inconsistency is that, with Weapon Master, there are a few skills (Knife, Shield, Crossbow, Thrown Weapon*) where the character can get the bonuses at [2] and [4], and there are a few skills (Flail, Kusari, 2H Flail, Blowpipe, Sling) where the character doesn't get the bonuses until [8] and [12]. This can be readily corrected by having those few Easy skills get the bonuses at DX+2 and DX+3, and having those few Hard skills get them at DX+0 and DX+1.
*I could see arguments against Thrown Weapon getting the Weapon Master damage bonus, as doing so puts it on a comparable level to Throwing Art.
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Yes.
On the other hand, if a skill is easier to learn, it seems reasonable that being more effective with the weapon (doing more damage) is easier. So, basing it on the relative level (DX+X) rather than on the point cost sounds a better idea, in my humble opinion.
The problem is that it is neither the first nor the really the second solution. And that the rule give the feeling that you become very effective at the beginning of your training and that you don't improve anymore after that. Which is absolutely wrong, concerning karate. Learning
kime requires many years of training. Beginners only use their basic strength.