FAQ

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

8 thoughts on “FAQ

  1. During combat, does armor get applied after a successful hit is scored, or not at all if I use a reactive defense? The rules imply that a defender gets a reactive OR passive defense.

    • Thanks for the question, James.

      An armored target uses Passive Defense only. The benefit is it works against pretty much any sort of attack; the detriment is that its bulk imposes a penalty to the wearer’s actions—and that it negates Reactive Defense.

      An unarmored target uses Reactive Defense only (of course). The benefit is that it’s generally automatic, and it doesn’t hamper the character; the detriment is that no one Passive Defense protects from all types of damage.

      In summation, characters cannot choose during combat to use one or the other. By wearing armor, they’ve already chosen Passive Defense. Or by not wearing armor, they’ve already chosen Reactive Defense.

      Cheers!

  2. 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.

      • To elaborate some further, Les, I too was originally confused by the book’s initial statement of “While occupations and skills are rolled for as active abilities, an attribute check is rolled only as a reaction to a situation.” This then seems to be contradicted by the Conflict and Damage Chapter that discusses using Brawn in combat. Unless you are consider me punching a guy reactive, and not proactive. 😉

        • Thanks for the comment, James. That initial statement could perhaps be revised to “While occupations and skills are rolled for as active abilities, an attribute check is usually rolled only as a reaction to a situation.” Or (to avoid an immediate question of “Why usually?”) the parentheses in the Martial Arts skill might add, “This is an exception to the general rule about Attributes being reactive only.”

          Of course, that would require more room and disrupt the current column layout in skills. And the more words multiply, the more questions they seem to invite, which is one reason later editions of games tend to swell with “rules creep.”

          At one point, I considered removing the four basic attributes altogether: it’s tempting for Game Hosts to default to them for ease, which tends to rob characters of their uniqueness (in a game design that actually celebrates and thrives on character uniqueness). But attribute choice does help initial character conception, and they ended up serving a couple of backup purposes as I was finalizing the combat rules.

          In the end, the game works best by using occupation most, leaving the Game Host and players to conceive of ways to apply it (“How would my TV clown approach this problem?”), backed up by skills (“Although sous-chefs aren’t known for rescuing flood victims, I learned Swimming in high school”), with attributes a last resort (“Pass a Will or Brawn check to swallow the potion without gagging”).

  3. 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?

    Cheers,
    Jeff

    • 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.”

      Cheers!

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