Most assuredly, though when we say 'armed' it is still only nightsticks for now as we are not testing guns (guns are easy anyway, I only NEED to test the close combat)
I am going to make an adjustment now to change the damage rules. Damage is the most difficult part of the conversion because it I have had to reduice damage by roughly 2/3rds to account for the different character building system in this game. However, I thought it a bad idea to reduce punch damage from +1 to +0 as you might not ever HURT anyone.
But, it's just proving too difficult to work the way I had it, either. So, here are the tentative damage rules as they stand- this also makes strength important.
Punch: +0 damage
Which means now that it can be quite hard to hurt other important opponents- especially those with higher strength- with a punch.
Kick: +2.
But bear in mind that as kicks are more difficult to do, they tend to hit less well and so do a little less damage than a punch of the same skill- so this bonus effectively a +1, if you hit.
Small hand weapon (club, nightstick, knife): +1
Using such a weapon makes you hit harder but denies the use of many paths. Obviously knives have an advantage, having their own Path.
Large hand weapon (nunchukas, staff exotic weapon types): +2
You might find a variety of enemies wirlding such weapons; you can pick them up to hit hard; a 'staff' is also any sizable improvised weapon- like picking up a signpost- and you can use the Lone Bamboo path with them
Sword or Spear: +3
These both hit hard- especially with their Paths- but they aren't easy to carry if you are trying to be casual!