All stances and moves in a system are therefore embodied, within a MASE, as sets of coordinates and paths. Some of those moves are so obvious and basic that even the lowest-level character will have immediate access to them. More advanced moves will have to be acquired over time by learning them from trainers in the game world. Learning a move adds it, in effect, to the inventory of things your character is capable of doing. You gain access to more of the combat tree, giving you the ability to execute a wider range of moves.
If you play Warcraft, you can make an analogy here to the inventory of spells, attacks, etc. that a character acquires over time. For a high-level character, this becomes a vast array of options, many of which are context-dependent in some way. The interface becomes the bottleneck. Actions need to be mapped to keys on the keyboard. When the keyboard fills up, players need to create multiple key maps and switch between them. Much of the screen real estate is taken up with icons, some of which may be grayed out or timed out in a context-dependent manner. In CLANG we seek to replace that style of interface with a swordlike object that you can move through space to select options from your "inventory" in a more obvious and intuitive way.