For those of you who don't know, nWoD combat styles are a special merit that you buy in ratings - like Finances or Contacts. Only for each dot you have, you get one specific special combat ability. These abilities come in a fixed order, and have a tendency to be subtle variations on a rather short list of abilities. However, like 4e combat maneuvers, these subtle variations often switch a useless ability into an awesome one or vice versa since things like "adds a rider effect" can be anything from +/-2 dice on another test all the way up to your opponent not getting to take turns. Different combat styles are 3, 4, or 5 dots long, with very little correspondence between the power of any particular maneuver and how many dots you have to get. Some maneuvers stack because they have the same requirements, and some are exclusive and do not stack.
So the basic list of abilities that combat styles can give you is:
- Gain an initiative bonus when armed appropriately.
- Add +1 to your attack or defense (just one for each combat style).
- Increase your defense.
- Double your defense and skip your attack, then get a minor benefit.
- Spend a Willpower to get a bonus effect instead of +3 dice.
- Add a rider effect to your attack (usually small).
- Add a Rider effect to your attack (usually large) if your attack does as many wound levels as your target's size (which is 5, meaning that it won't happen).
- Replace your attack with a status condition.
- Attack twice. The second attack is at -1, and you lose your Defense for the entire round.
- Multiattack. You get a number of attacks equal to <Stat> minus 2. And your extra attacks are at a cumulative -1 each, and you lose your Defense for the round.
- Shift a couple of dice from defense to attack or from attack to defense. This always comes with the rider that you can't run or charge.
- Reduce the penalty for targeting specific body parts with your attack. A reduction of -1 is usually free (like the +1 to attacks), but a reduction of -2 or -3 usually requires giving up your Defense, and a reduction of more than 3 costs a Willpower.
So how does this work out? Well, let's give two book examples: Staff Fighting and Escrima.
- Staff Fighting (total of 3 dots)
• You can substitute your normal attack for a special trip attack where you make an opposed Strength + Weaponry + Weapon roll against their Dexterity + Athletics. If you win, they fall prone and take one bashing damage. Verdict: Decent for dog piling elders
•• If you make a successful targeted strike against the head and dish out 5 damage in one go, your target is knocked out. Verdict: you can already do this (nWoD, page 168), so this "maneuver" does nothing even if the action was worth doing, which it is not.
••• Super Multiattack: Get one attack against each target within 3 yards, with a -1 penalty for each extra target. Verdict: Potentially crazy awesome, except for the part where the moment it pays off, you're about to die because getting ganged up on in this game involves losing in one round.
Filipino Martial Arts (Four Dots)
• You can initiate a grapple with a Strength + Weaponry test instead of Strength + Brawl Verdict: What fucking ever.
•• You can perform an attack that does half damage, but if it would have done as much damage as the target's stamina, they drop their weapon. Verdict: Terrible
••• You can make an attack at -2, and then your opponent's next attack is at -3 Verdict: Decent, but nothing to write home about/
•••• Your Defense doesn't degrade when you get attacked by multiple enemies Verdict: Fucking Awful.
Archery (Four Dots)
• You get +1 Strength for purposes of what kinds of bow you can use and how much damage you do with them. Verdict: Depending upon what your strength happens to be this is either a breakpoint that is totally sweet or basically meaningless. On average, it's good.
•• You get to load your bow for free. Verdict: absolutely required to be an archer as a valid life choice
••• Double your bow range. Verdict: generally pretty meaningless, since combats rarely take place outside of regular bow range.
•••• Ignore Cover Verdict: decent
Combat Marksman (Five Dots)
• Add your Firearms skill to your Initiative when you are armed with a gun. Verdict: very good. You aren't even required to shoot that gun. You can gain a decent size Celerity worth of Initiative and use it to cast a spell or run away.
•• You get to reload your gun for free. Verdict: decent, but not as necessary as the same bonus for bows
••• You get to burn through twice as many bullets and get +1 to your attacks. Verdict: Good
•••• Even if your opponent would get their defense against your gun attacks, they don't anyway. Verdict: Perfect for the little "ha ha!" But it probably won't do anything if your opponents are threatening.
••••• Multiattack. Based on Composure. Verdict: Probably the best one of these, since it can be used with any gun and has no special limitations.
-Username17