Quote:
Originally Posted by Unwitting Pawn
I'm not sure how I can explain this to you pawsplay, if I have so far failed to put it across in a way that makes sense to you. I'm a bit relentless though, so I'll give it another go ;)
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I think I understand you. I think you simply missed the point of my OP. You have a certain way of looking at Skill Adaptation (unlocks certain techniques). There is another way of looking at it (establishes a prerequisite and default for techniques). The point of my OP was to explore the ramifications of the second viewpoint. You can claim that your intepretation is exclusionary of any other, but that is simply not born out. Allowing a default for Kicking from Acrobatics does not simply unlock a technique; it establishes that Kicking may be performed as though Acrobatics were X skill. Otherwise, there would be nothing to base it on. Saying X can use Y technique makes sense independently only if Y technique specifies what the default is.
In the case of Skill Adaptation, the Perk unlocks the available technique, and also specifies the default. MA. p64 explains that using a Technique with Art/Combat/Sport is a special case and ordinarily techniques do not default that way.
The reason I did not title the post New Perk is not becausing I am proposing some new trait to do something differently and in addition to existing Perks. Rather I am looking at the way Art/Combat/Sport is currently defined, and by examining the effects of Skill Adaptation or Weapon Adaptation, considering whether the current configuration is the best way of handling it.
I am not proposing any sweeping changes to rules, either. In some alternate universe, MA p.64 says something else entirely and Skill Adaptation does exactly what I'm suggesting, and lists Art -> Combat as an example in addition to Acrobatic Kicks.
Martial Arts is a rules extension and there is nothing in what I'm proposing that is more or less valid than what was suggested in MA based simply on the Basic Set.