Skywalker a écrit :I think Empathy is a good choice. With the abstract Ways, its going to be tempting to tinker along these lines but I don't think it will be an improvement. Its better to take time to understand the full umbrella of ability each Way covers.
We'll have to agree to disagree on this one. Yes, it's clear that each way is an "umbrella" even more than attributes in many other games.
However, I want to remind you about that line just after the description of Ways. High Ways isn't always a good thing, low Way isn't always a bad thing. In a way, they remind me of the madness meters in Uknown Armies.
Empathy is more than just understanding people's feelings. In Esteren it basically covers how much a PC is in tune with his surroundings (its used as the base for Natural Environment and Stealth) and other people. As such, Empathy would include the ability to read other people, predict their actions and judge the flow of battle.
It's all this, and more. But it doesn't mean having it is a good thing.
Yes, Empathy is senses and ability to cold-read people. That much is clear even from the most cursory reading of the rules.
But it's also the ability that is most likely to make you hesitate before you hack down another person using an axe, or even before you shoot them down from ambush. If anything, higher Empathy is more likely to make you go "I have to stab him so he doesn't stab me, but he's going to be in so much pain if I do this that..."
And usually it would make you go for it at the wrong moment, too.
Hence why I offered my rule change. It would mean that the less Empathy you have, the less you hesitate before you go for the kill. Which is consistent with what I know about psychology of extreme situations.
It makes more sense to add that to Speed, than it does Reason, Conviction or Creativity.
I beg to differ. Conviction might well be the better choice if you want to add a straight Way. It's much easier to assume that the other person having to die is not your fault but a higher being's decision,if you believe in said higher being to begin with!
In a darker theme, it's much easier to believe that whoever is facing you is a bad person if you're absolutely certain you're the good person there, and therefore, they deserve to be hacked down. Either of those would result in lessened hesitation.
Empathy, though, would still tend to slow you down.
I think that's enough on this matter

.
About the two-weapon fighting, I'd like to note that the only thing I dislike is it giving you greater benefit than a shield. Granted, it's easy to construct it as the skill in using the off-hand, including a shield. (And whoever thinks a shield isn't an easy to wield offensive weapon has never been punched with one. If it had the reach of a sword, I'd rather fight with two shields than two swords).
Arguably, I think Esteren makes TWF far more realistic than most systems. After all, you would use one of those either in defence or in trying to free the way for the other. Striking with both hands at once is something I've never seen used.

So, the winner in this picture probably simply tied the main weapon with his second one, and stabbed, getting an Offensive bonus from his TWF skill.
Or maybe he deflected an attack with his own and made a riposte, using TWF for a Defensive bonus. Since his opponent was in Offensive mode, he still got a heavy hit in, the problem was to avoid being hit.
Granted, I'm sure the Renaissance masters weren't playing Esteren. My point is simply that the rules emulate the feeling from reading the manuscripts quite well.
Oh, and one last thing, I think the rules for multiple opponents are too forgiving

. Compare with all of them getting a cumulative +2 bonus to attack for each opponent beyond the first, and maybe a +1 to their defence for every other opponent that can reach you. Because you really ain't got the time for a carefully-planned attack if there's another one!
Now,
that would require some of the tactics you see in swashbuckling movies.
Does that mean I dislike the game? Of course not, all of that is easily fixed with a couple simple houserules! I'm mentioning them here because someone else might want to try using them as well, that's all.