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N.E.W v1.2 Rules questions
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<blockquote data-quote="Morrus" data-source="post: 7311355" data-attributes="member: 1"><p>1) When DEFENSE is mentioned on its own, it uses the appropriate DEFENSE for the attack type (see pg 166, which tells you which to use for ranged, melee, area, etc.) It's the GM's call which DEFENSE to ask for, generally, although most of the time it is obvious.</p><p></p><p>2) No, there are no armor, shield, or SOAK aspects to VITAL DEFENSE.</p><p></p><p>3) Both are correct. Remember, skills are just keywords -- those are examples of skills you could use, but you can always use any skill that the GM agrees is relevant. If for some weird situation I can't imagine right now it turns out that <em>gardening</em> would be relevant to a DEFENSE against an attack, then that's just fine. While that may be a silly example, its important to remember that a DEFENSE score is just a commonly used attribute check, with an average result. Technically, an attack could be opposed by any relevant attribute/skill combination, but those are the usual ones. I'm quite generous, and allow PCs to use<em> law</em> as a MENTAL DEFENSE skill (righteous conviction, and all that).</p><p></p><p>4) Page 267 isn't for PCs, it's for monsters/NPCs. Page 63 isn't for monsters/NPCS, it's for PCs. Monster/NPC creation is a lot quicker and simpler than PC creation, although you can always choose to use the full PC method if you prefer.</p><p></p><p>5) They're typically taken once; there's no real compelling reason to take them more than once; but there's nothing stopping you. </p><p></p><p>Re. skills, yes, some skills are more useful than others. <em>Knitting </em>isn't all that useful (though you never know when you might need it!), whereas<em> pistols</em> is. They're only keywords, though; some overlap. They don't "do" specific things or generally have specific rules attached to them with a small number of exceptions for some derived stats. The few which are singled out as defensive skills are only done so for convenience so that they can be accessed in place of regular skills. Other than that, they work just like all skills.</p></blockquote><p></p>
[QUOTE="Morrus, post: 7311355, member: 1"] 1) When DEFENSE is mentioned on its own, it uses the appropriate DEFENSE for the attack type (see pg 166, which tells you which to use for ranged, melee, area, etc.) It's the GM's call which DEFENSE to ask for, generally, although most of the time it is obvious. 2) No, there are no armor, shield, or SOAK aspects to VITAL DEFENSE. 3) Both are correct. Remember, skills are just keywords -- those are examples of skills you could use, but you can always use any skill that the GM agrees is relevant. If for some weird situation I can't imagine right now it turns out that [I]gardening[/I] would be relevant to a DEFENSE against an attack, then that's just fine. While that may be a silly example, its important to remember that a DEFENSE score is just a commonly used attribute check, with an average result. Technically, an attack could be opposed by any relevant attribute/skill combination, but those are the usual ones. I'm quite generous, and allow PCs to use[I] law[/I] as a MENTAL DEFENSE skill (righteous conviction, and all that). 4) Page 267 isn't for PCs, it's for monsters/NPCs. Page 63 isn't for monsters/NPCS, it's for PCs. Monster/NPC creation is a lot quicker and simpler than PC creation, although you can always choose to use the full PC method if you prefer. 5) They're typically taken once; there's no real compelling reason to take them more than once; but there's nothing stopping you. Re. skills, yes, some skills are more useful than others. [I]Knitting [/I]isn't all that useful (though you never know when you might need it!), whereas[I] pistols[/I] is. They're only keywords, though; some overlap. They don't "do" specific things or generally have specific rules attached to them with a small number of exceptions for some derived stats. The few which are singled out as defensive skills are only done so for convenience so that they can be accessed in place of regular skills. Other than that, they work just like all skills. [/QUOTE]
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