The Sweet Spot
Not Too Broad, Not Too Narrow
The key to good Maneuvers is conceptual coherence - they should represent a meaningful area of expertise with sensible boundaries.
Blades is too broad - straight razors and halberds both have blades, but nothing in common in how they are used.
Broadsword is too narrow - it excludes sabres, cutlasses, saxes and battlefield rapiers for no good reason.
Swords is just about right - it leverages the shared principles of edge work, distance, timing, and technique, and though it won't teach the specific uses of katana, epee, or khopesh, it could reasonably be used to make any of those effective.
Maneuvers must be:
- Specific enough to create clear situations where they apply
- Broad enough to be useful regularly throughout play
- Thematically consistent with their Role and your character concept
Maneuvers should be:
- Helpful - don't waste Maneuver ranks on rare options!
- Interesting - they should support character development
- Clear - make sure player and GM have the same idea
Maneuvers can be: