Captain Joy wrote:
Etc. You get my drift. Any idea where such descriptions might live?

There isn't anything formal in print, and I can't recall off hand if we had something like that in Martial Arts.

But I can suggest a few things:

At Skill 8 or less you may be able to handle the weapon without accidentally injuring yourself, but you have to rely on Evaluating your opponent (thereby reducing your attack rate) or on All Out Attack: Determined (thereby leaving yourself wide open to counter attack), or on Telegraphing your attacks (if you have Martial Arts) in order to hit reliably at all. You're either slow and cautious, or you're flailing around wildly and largely ineffectively. You can't use most fancy options in combat simply because you don't have enough skill to try it. You can't move and attack with a hope in hell of succeding, you can't use deceptive attacks at all, and if you aren't an agressive person, you may just hide behind something and make All Out Defenses, using your weapon to protect yourself but otherwise not being effective.

At skill 12 or less you use many of the same tactical options as lower skilled fighters, but you actually score blows fairly reliably when you do so. You can use Evaluate and/or All Out Attack:Determined to boost your skill enough for a tricky Deceptive Attack (but you can probably only do it once or twice before your lack of defenses kills you). You can start using regular Attack actions without several turns of circling and Evaluating and have "ok" chances of hitting. Move and Attack starts looking like it might work, sometimes. Your increased mobility on the battlefield means you can try run-around attacks.

At skill 13 and 14 you can use regular Attack actions reliably. This means now when you All Out Attack or Evaluate and Attack, you can start trying to knock the legs out from under your opponents or bashing them in the face or the vitals, and other more challenging hit locations. You can Move and Attack reliably. You can start using Deceptive Attacks even without extensive preparation, and Feints become more reliable (especially against lower skilled opponents, of course).

At skills 16 and up you can start using fancy options on every attack even without extensive preparation - always going for the throat or vitals, always using Deceptive Attacks, etc, and when you really want to kick ass and take names you can use Evaluate, Telegraphing attacks, and All out Attack Determined for Mega Super Combo attacks with bells and whistles on (better hit!). Your mobility and threat on the battlefield have reached new peaks, because not only do you go charging across the battlefield with a Move and Attack, but you combine it with hit locations and fancy maneuvers as well.

--
Emily Smirle - Gal Dynamo
<[EMAIL PROTECTED]>

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