Re: Enerjutsu
I'm at a disadvantage as I don't have these rules yet and quite fully look at the list but taken at face value. I see your point.
As noted per RAW, yup you are not supposed to allow say kama with the use of spin kick.
While I see the same description of Fencing you do, I interpret this to mean that Fencing cannot have the 1 point weapon element for Bare Handed. Now, if a character wants to buy Fencing maneuvers and Dirty Infighting maneuvers, is it unreasonable to allow him to spend 1 point to use the common maneuvers both bare handed and with a Sword? I see no reason this player should be required to pay more points to get the same ability a Karate or Kung Fu user may achieve with 1 point weapon elements. To do otherwise simply encourages some Arts over others due to greater point efficiency. And, if that is your goal, such a rule will achieve it, so use such a rule for that game.
Actually if you look at the lists, certain styles allowed you to buy from other lists. now since certain lists have expanded since Ninja 4th, it may be more of a moot point. For example, if you defined your Karate as kickboxing, then you were allow to punch manuevers from the boxing style. Also in the rules, you are allowed to buy one manuever outside your style (2 from a generous GM). And if you buy a KS of a different style then you get use the manuevers which overlap for free. I.e. I have karate (shotokan) Kick (Offensive strike) then I buy KS Boxing, I can use Hook (Offensive stike) for free. (See page 12 of UMA 5th) I don't know if anyone if anyone is so restrictive on the style lists-I know I'm not. I just am pointing out that though this is the rules. Slight derail but as of 5thrv did any know that technically if you run heroic game, then martial manuevers are limited to the doubling of the base of strength? I.e if you have 10 STR and an offensive strike (no matter the sfx) then you can only add +2D6? It then goes that usually this is waived and you can just add straight to strength damage.