QUOTE (Larme @ May 19 2008, 07:14 PM)

Also, defense penalties reset each time you act, right? This means that high IP people will be much less affected by defense penalties. A 1 IP person might defend 5 attacks in a turn, and take a -4 on the last one, no matter when other people attack during the turn. But a 4 IP person could full defense for the entire turn by taking 4 full defenses, but each full defense is an action, and each action resets the penalty. So dodgers with pumped IPs get even more powerful.
Yup...and something I had misinterpreted in my own games until you pointed this out. The other thing this does is benefit those that want to use Edge to go first in a pass. For example:
One 4IP dude is facing 6 2IP dudes in a firefight. 4IP goes first, fires two shots at on dude and drops him. Then, the 5 remaining IP dudes fire back, two shots a piece from pistols. Assuming my math is right, for the last 2IP dude in the first pass, his second shot was defended with a -9 defense mod.
Now we come to the second pass and the 5 remaining IP dudes decide to burn a point of edge to act first. Assuming the 4IP dude cannot "trump" that, his cumulative -9 doesn't get reset, so all 5 2IP dudes get to take advantage of that penalty, and by the 5th dudes second shot, the defender had a -19 defense mod...
What I was doing before was resetting it each pass...now I have another way to spend edge that actually makes some good sense.