Post your questions in the comments section below, and we’ll answer them as production time permits!

4 thoughts on “FAQ

  1. I’m confused about how martial arts skill works. From the skill description, I get the impression that anyone can use the Braun or Grace attribute for a brawling attack. If this is the case, if someone has brawn or grace focused, is there any point in taking martial arts as one of the basic skills, regardless of one’s occupation? Until I read the martial arts skill description, I thought attributes were only used for reactive or resisting rolls. But now, I’m confused. When would you use an attribute, as opposed to using a skill? Perhaps that’s a separate question; I just ask it here because it does relate to the martial arts conundrum. Thanks.

    • Thanks for the question, Eric.

      In the Conflict and Damage chapter, you’ll find a Weapon Types table, listing weapons by range. The heading for each range tells what ability is needed for attacks and defenses at that range.

      In the case of Brawling range, the first three weapon types can be used with “Brawn, Grace, Martial Arts, or Combat career.” But the other two types say “Requires Martial Arts skill or Combat career.”

      The idea is that anyone can swing a fist or a broken chair leg in a brawl (using Grace or Brawn), but real weapons require at least some training.

      I hope that clears things up.

  2. Can you elaborate on how player character race selection integrates with character creation? For example, in the Estah setting, Feral PCs may have claws or the ability to fly, but selecting a race doesn’t seem to be directly touched upon in character creation. Does selection of a race confer implied skills in a manner similar to your occupation- would you Feral PC be considered to have a “flying” skill inherant to his race?


    • Hi, Jeff. Thank you for the question, which I believe you’ve pretty much answered yourself.

      As mentioned in “About This Site,” the D6xD6 rules are designed in layers. At heart is Focus and dice rolls, based on occupation and skills. The next layer is combat. Settings expand on these in different modular ways.

      With Esfah in particular, race defines a character much like occupation does. Some racial effects are specifically given as examples (magic ability, a treefolk’s natural bark “armor,” a feral’s knife-like claws). Others are left to players and the Game Host to negotiate (such as avian Feral’s flight), based on the actual dice and descriptions in the Dragon Dice battle game. There are simply too many possibilities to specifically define them all in a 2500-word setting chapter.

      Also, that level of definition would violate the spirit of this “haiku of role-playing games.”


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