If I make any edits or additions to the system in our endeavor to make things easier to understand and play, I'll post them here. Like this:
TALENTS THAT OVERLAP
A Perfect example of this would be Martial Prowess and the Armor: None talents. Martial prowess indicates that you have trained in the art of unarmed fighting. Armor: None means that your character is proficient at avoiding damage which would largely be through the use of improved footwork. Both of these skills imply that your character would be trained in defensive tactics without the aid of equipment so either or would allow you to role play in that manner. The dedicated skill, being Armor: None would certainly count for more as it is entirely focused on evasive maneuvers. In this same regard, a character with the Agility talent could also reasonably use his improved maneuverability to stay out of harms way.
This is posted elsewhere but I tacked it onto forum rules:
---14--- NO CONTROLLING OTHER CHARACTERS. The golden rule here - and everywhere though is to remember that you cannot dictate the outcome of any interaction with another character. You cannot confirm you hit someone, you can only try - so on and so forth.
The skill 'single handed ranged weaponry' has been deleted. We have the 'thrown weapons' skill which is the same dang thing. Please update if you need to.
Ok guys, there was some at length discussion about the magic system the other night and it seems that my idea is well received. This will make things easier and better defined for all magic users.
There will be no more offensive and defensive magic. There will just be elemental magic - which allows you to use it in both manners. This means 5 points in say fire, means you get offense and defense.
You will also be allowed to invest in multiple elements, making this the only skill that allows more than 5 points to be put in it. In all honesty, I will break down the magic into the elements as skills to make this simpler to follow and not confuse the rules so much. So you WILL be able to have 5 points in water and 5 in say wind. This sounds OP, but a mage can only cast one spell at a time.
HOWEVER, to better define and restrict magic use outside of battle, we are going to tweak things a little. As you know, magic is not meant to be the answer to EVERYTHING. So now, mages will have an altered state when under duress that allows them to tap into their magic use. This will cause normal fatigue.
BUT if you are not under duress (ie: life and death scenario that is causing you to stress at that VERY moment) then you will be required to expend far more energy to use your magic. It will be far harder to do and will quite literally, knock you on your ass if you push it. I will be updating this soon, please post any point changes in your character sheet. No switching elements thanks.
Dual wielding no longer needs single handed weapon talents to be effective. It's a style like any other:
Dual Wielding: Nothing is quite so flashy as dual wielding weapons in combat. The only thing better than one weapon is of course two, but having both hands full can have it's own set of drawbacks. Both weapons must be of the single handed variety of course. Characters employing a shield would also be apt at using that shield offensively with Dual Wielding, making it more than a defensive option. This skill may apply to both single handed melee and single handed ranged weapons. This talent only applies to the use of either two weapons or a weapon and shield though - the character is not proficient in the use of only one.