David Cake,<div> If I may be so forward as to put you personally on the spot, I have follow-up questions. (If you are uncomfortable about being put on the spot, just ignore my questions and I'll pretend I never asked.)</div>
<div> My players are my kids and, being kids, would adapt very quickly to any change in the rules. It is middle aged me that is having trouble wrapping my head around new ideas. My understanding is that RQ6 moves away from specific weapon skills and instead has "fighting styles". Is that correct?</div>
<div> If so, how does that work out? This is an unclear question, I know. But I mean how it works out in several senses:</div><div><br></div><div>1. When making characters, did players right away clearly see what they were getting when they chose fighting styles? Or does it take a little practice for players to see how the various styles will work out "in the field"?</div>
<div><br></div><div>2. When making a character, do players feel that they have to make a choice between character types they want and fighting styles their party wants? (You know, like when joining a D&D game and the party asks you to take a cleric.) Or does this never come up?</div>
<div><br></div><div>3. When in melee, do different players feel equally happy with their chosen fighting styles?</div><div><br></div><div>4. I read that, depending on fighting style, a character might have either two or three Action Points. If that is so, then how does that work out in melee combat? Do your players find the difference between 2 and 3 action points to be significant? And, when judging what sorts of antagonists to throw at the party, does the GM need to think carefully about how many action points the bad guys will have, or is it not such a big deal in your planning?</div>
<div><br></div><div> And David, I will certainly understand if you don't feel inclined to answer any or all parts of this email. Really.</div><div> Sincerely,</div><div>Asher</div><div><br></div><div><br></div>