I just realized that in my first post i Stated that I realize RMFRP has styles and such, but not what actual system I use.
I use RM2 as the Core, though I would allow players to use RMC core books. (though I bought the original RMSS books when the were first released, I never liked that version of the system and the most I ever used from them was the Attack tables (which were perforated and easily removed) and the revised spell lists of spell law)
I do have the arms Companion, and after reading the Styles rules there, just as when i read the styles Rules from the FRP MA Comp, I do not like using styles. I haven't really come up with a satisfactory answer to "styles" that I like. So instead I prefer to create skills that have other skills as prerequisites.
Also don't have Harp at all, don't intend to either. I am RM2 in the heart.
I see what you harps Rule does, it is very similar, but the cost would be alot less than what i suggest since receding wave and thundering wave are more abilities In a style than skills themselves.
I still prefer the Idea of the force of the attack itself being redirected, rather than it causing a whole new attack. Also with my idea it creates a Skill vs Skill situation where trying to do this against a Much more skilled opponent it is likely to fail.
I could See going a Similar direction by splinting it into 2 skills rather than one, One which absorbs the blow, and the second which redirects the blow. this would add an additional tier of cost to my Idea.
on cost, with yours the cost is merely the style and the acrobatics skills 9nd I don't really see how acrobatics would fall into what I see the maneuver as). where in mine, first the character must develop 3 tiers of their Martial arts skill and then must spend the cost of the skill itself. Splitting it into 2 skills would require, in essence, 5 skills instead of 4 to be developed to complete the full maneuver.
Roll wise, in my original write up, success required 1 skill roll and 1 resistance roll.
With yours you require 1 acrobatics roll for each maneuver/ability and hen I am assuming an attack roll as well.
If I split it into 2 skills then it would be 2 skill rolls and a Resistance roll, 3 rolls just as you have.
lastly, on power of the skill? with yours the end results Doubles the hits of any attack delivered, where in mine it returns the attack but at barely a litle more than half the effectiveness.
I hope i have explained better where I am coming from, and i do understand where you are coming from and it does give me ideas. How do you feel about it if it is split into 2 skills?
On the redirect missile, Yado does only cover catching, and is an action in and of itself. My intent is not really a catch, But more like a batter hitting a ball thrown at them, save you don't necessarily require a bat or object to hit the ball with, you could kick the intended object with your foot, or hand, what ever. I am thinking of limiting it to Throw crushing objects only. The idea is that this is a maneuver/attack that is more of a defensive action than an actual attack, It take very little time to complete. Which is why it require tier 3 Ma to use. the cost of such a skill is high as you need tier 3 MA and Yado before you can develop the skill. I am thinking of limiting the Attacks OB to a # of ranks equal to the Skill itself. I do understand what your seeing, and your comments have made me rethink the skill to a degree. thanks.
You are Corect with the MA Missile skill, that it is a type of Kata, but is not really covered in the RM2/RMC Kata rules. (Styles aside as I really don't like those rules).
Basically trying to cover an area that isn't covered in the kata rules, but I think it requires the additional cost to basically turn your Melee MA skills into a ranged attack. I am basically seeing it as an additional Tier of MA that exists to the side of it rather than in the progression of it.