Julian Manson wrote:i'm sorry but there's more for offensive and defensive. I don't see why "Quick" should not apply for attacking while "compat expert" shoud not in defense.
So it's easy to go up to 20+ dices for offensive and defensive.
Example: Kenshin (from the same anime name) perform some acrobatic attacks, we can easily consider:
+ 3 Agile ( Kenshin is slim and not tall)
+ 5 Combat expert ( best Hiten-Mitsurugi swordsman )
+ 5 Quick ( Kenshin act with anticipation)
+ 5 Accurate from his attack
+2 Base Dices
And I could add more!
that's 20! Without transformation or such behind!
Except that, by the book, Combat Expert is specifically about "hitting them where it hurts", IE, Attack Rolls, and Quick is for things "that challenge your speed and ability to react", IE, Defense Rolls.
You could argue that Quick and Combat Expert should apply to both Attack and Defense rolls, but that is pedantic and not what the book says. Avoid the headache and don't.
As for your Kenshin example, that's suggesting a maximum ability for almost everything. For one, why should a player start with a maximum ability? Where is the room to grow? That is why I recommend having starting characters cap at level 3 for any abilities, although with good reasoning they might start one Ability at level 4. This is also why I recommend giving players only 15 Ability points to start with, so they have to be smart with how they spend points.
For a Kenshin-like character, what I would think would be appropriate Abilities would be Agile 1 and Combat Expert 4, or Agile 2 and Combat Expert 3 (personally, I would suggest the latter), although Agile 1 and Combat Expert 3 Is better. This allows you to keep dice rolls manageable but you should still have enough oomph to back up your role-playing. And with experience points, you can build up your Abilities to get those higher levels, to show your character growth.
As for the Accurate bit, a character is not going to have Accurate 5 all the time. Either the Endurance cost or the Flaws chosen to lower the Endurance cost will prohibit being able to spam that +5 Accurate attack. It might be good for that one hit KO, but then when the boss has a second or third form, or there is other enemies to fight, or the true boss appears, having spent that attack could be disastrous.
So, while it is capable to game the game to have a stupid amount of dice being thrown around, that is more about the GM's management of the game. You can easily do as much with lower abilities and description. Give most grunts only 2 or 3 dice for their rolls while players have 3 to 6 dice will still give players that sense of power and superiority. Or, if you are okay with characters having maximum Abilities, then the cost of that is having a bunch of dice to manage.