A player won't automatically start out with all of these techniques. Poise, feint, bridge, reversals, etc...these are all higher techniques. They are earned through experience. In every skill discipline, a character starts out with only the rudimentary techniques:
Example:
1. Strike (Speed)
2. Parry (Dexterity)
3. Block/Cover Up (Reflex +2)
4. Evade (Agility +2)
That's pretty easy for any GM or player to memorize. The implications of usage will be understood through play when patterns start to emerge. The player will understand why he gets his ass kicked every time he tries to charge head on at a quick fighter.
Then, if he is inclined toward the particular skill, a player earns techniques on an incremental basis: one by one. Therefore, the learning curve for the techniques is quite gentle.
Furthermore, the character sheet will provide slots for your skills to plug in your modified attributes, so you always have a quick reference at hand.
Keeping track of things
A player won't automatically start out with all of these techniques. Poise, feint, bridge, reversals, etc...these are all higher techniques. They are earned through experience. In every skill discipline, a character starts out with only the rudimentary techniques:
Example:
1. Strike (Speed)
2. Parry (Dexterity)
3. Block/Cover Up (Reflex +2)
4. Evade (Agility +2)
That's pretty easy for any GM or player to memorize. The implications of usage will be understood through play when patterns start to emerge. The player will understand why he gets his ass kicked every time he tries to charge head on at a quick fighter.
Then, if he is inclined toward the particular skill, a player earns techniques on an incremental basis: one by one. Therefore, the learning curve for the techniques is quite gentle.
Furthermore, the character sheet will provide slots for your skills to plug in your modified attributes, so you always have a quick reference at hand.