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I can offer this advice put at least a skill point in area knowledge (city), and news (local), with specializations as appropriate. so it is best to keep them somewhat general. Knowledge skills however are typically best used outside of combat for the purposes of legwork and prep work. however if you succeed with net hits over the threshold i don't see why you wouldn't gain extra dice on either defense or offense, not both, for that combat round (longer depending on the gm). this isn't a great thing to do in combat as it takes a complex action to preform. you would use that primarily to identify the martial art being used it's techniques and possibly the skill level of the practitioner.
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In the case of martial arts (interest) knowledge. he'll score on average 3.33 hits on each roll for the extended repair test. he will then roll automotive mechanic 3 + logic 6 + 1 net hit from his trouble shooting, threshold set by gm, extended test interval set by gm. he has successfully identified the problem and knows how best to fix it. he'll roll knowledge engineering 6 + logic 6 with a threshold of 3 scoring on average four hits meaning one net hit to troubleshoot the problem.
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Something has broken down on his van and the rigger doesn't know what. for example a rigger with the engineering group 3 and the knowledge engineer 6. Ok knowledge skills can and should on occasion add extra dice to your active pool. "Watch your back, shoot straight, conserve ammo, and never, ever, cut a deal with a dragon." Living Community (Where you can play online) Subreddits For that please check out /r/ShadowrunReturns for help. Sadly our nova hot community isn't the best place to discuss the mechanics discussion or troubleshooting the video games. Mostly the pen and paper role playing game, but also the deck building card game, video games, and literature of Shadowrun. Discussion is primarily aimed at exploring narratives found in the Sixth World. Here at /r/Shadowrun we talk shop about all things in the shadows.
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