The fact that there is already a stress bonus for using a given weapon inherent in its weapon rating, and let's be realistic here--if your character's concept justifies or implies that you have a specialization in broad swords, how often are you really going to use anything else?
What polka said will hold in most games. In the games where it does not, the stunts will be made overpowered. Which is sad, but pretty much impossible to avoid when writing stunts. Stunts can only really be balanced on a per-game basis, and stunts written for the hypothetical average game will sometimes be over/underpowered in unusual games.
Though even in an average game, it's not that heavy a restriction for a stunt. I could understand disliking those stunts, it's the focus on the stress boosters that I think is wrongheaded. The accuracy and defence boosters are not worse.
I'm aware of both--but, importantly, Way of the Bow's stress bonus is only +1, and Off-Hand Weapon Training has conditions different and narrower than "you wield a type of weapon."
Way Of The Bow has other benefits, and is very broad even by my standards. As for Off-Hand Weapon Training, it's actually broader than a specific weapon type. If I can reliably bring a broadsword to every fight, I can also bring two broadswords. And if I'm caught without my favoured weapon, I can still use it.
I'm not against stress bonuses for Weapons or Guns in general. I'm just saying they should have more stringent conditions than the type of weapon you wield, because let's face it, if you have a stunt that lets you do Weapon:5 damage for free every round (remember, by the RAW, this is equivalent to hitting someone with a sedan), are you ever going to not use that weapon if you have any choice in the matter?
No. That's the point. Halberd McHalberd never uses anything other than a halberd, given a choice.
What you are suggesting is nothing other than a nerf to Weapons and Guns intended to bring them in line with Fists. This is a mistake, because there are lots of other ways to fight and Weapons and Guns should not be made to compare less well with them. If you think a weapon 5 halberd will make Bruce Lee feel weak, make Bruce Lee stronger. (Possibly add a trapping to Fists that gives your hands a weapon rating.)
Are you counting the roll in here?
Yes, of course.
This latter part, no. Assuming a hit, two extra shifts of accuracy is equal to two shifts of weapon rating and zero extra shifts of accuracy whether or not you have armor. If you're second doesn't hit, I agree...it's why I've stated accuracy is already 'better' than weapon rating.
Let me explain again. In the situation I posited, which is a common one in social conflicts, there is no way for the accuracy bonus to turn a miss into a meaningful hit.
Does that make the problem clear?
All it seems to do is devalue stunts which give a weapon rating / stress equivalent.
It devalues them by comparison to accuracy boosters, not in absolute terms. Which is exactly what I want.
I can easily see myself picking +1 to hit with Weapons over +2 stress with Weapons. With Intimidation, I can't.
There's a big difference between imbalance and situationally superior options. Take rock-paper-scissors as a simplistic example. None of the three are equal, there's a circular hierarchy of situational / tactical effectiveness. FATE combat is similar, if more complex. You have the option to attack, maneuver, or block. Since those options are open to anyone, it's not a balance issue. It's a tactical choice.
I like tactical choices. Making all choices equal is boring - it makes the choice meaningless.
Do note, there's a big difference between tactical options open to everyone and strategic options (i.e. powers) which only get chosen once (or at least seldom). Tactical options only create imbalance if one option becomes incentivized over others all / most of the time. Strategic options create and / or limit future tactical options...which is why they create imbalance so easily.
I agree completely. I'm talking about strategic options here, just in case it's not clear.
The key to balanced tactical options is that no option should truly be better than any other. Better in a specific situation is fine, even good, but better in a vacuum is a problem.
I doubt I'm telling you anything you don't know, but maybe explaining this will make my position clearer.