This has highlighted a bit of a niggle in the Quick Start - a hang over from an initial draft of the system that was 'fixed', but some terminology has remained which has made this more complicated than it needs to be. I've already revised it for the full rules, but that was not carried over here. I'll ensure this is all bought in line for when we re-issue the beta.Secondly it mentions saving melee skill ranks to defend with. But also says if you didn’t save any, you can still defend but the penalty applies to next turn. So lets say I have 4 melee skill, I attack on my turn and choose to save 2 melee skill to defend with. Then when I am attacked in melee on my turn which of the following are true. (Page 12)
A) I defend for 2 and have no penalty next turn
B) I defend for 2 and have a 2 skill penalty next turn.
Also, if A is true, can I also choose to spend the skill from next turn?
C) I defend for 2, then spend an additional 2 skill for a total defense of 4 and a 2 skill penalty next turn.
D) I defend for 2, then spend an additional 4 skill for a total defense of 6 and a 4 skill penalty next turn.
E) You can’t double dip at all.
Thanks for raising this question and highlighting this for me!