So Close Combat is not useful for
(a) control over one's body in dicey sitautions, frex dodging
that incoming chamber pot
(b) grappling and holding someone in a safe and secure
manner, frex when they've suffered some madness or seizure or drunken fit (c) posturing and showing off in front of potential enemies to, if lucky, *prevent* the need to hurt them and risk hurting yourself (d) rippling one's muscles and posturing in front of potential bed-mates to impress them with your strength and virility (e) mentoring and teaching others in the most efficient ways to hurt others (or achieve goals a through d) without actually doing damage to them
I take David's point, and I agree that 'Close Combat' is not as broad a category as 'Frightful Strength' or 'Alarming Intelligence', but it's easily as broad as, say, 'Know how to pack a mule'...
(Not having my rulebook with me, I'm shamefully unable to tie this point back into the actual improvement cost for the Close Combat ability...)
-- Viktor
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