- So would it be fair to say that any type of attack can be described in such a way as to try to narrow down a specific skill to defend? I'm talking other than the ones stated in the book (athletics, fists, weapons).
Either narratively (see: 'battle of creativity') or by compel, yes.
Both within the standard defenses and outside them, yes.
- Is it fair to say that a defender always has the option to go back to the default defense skills unless compelled not to?
Unless compelled, the defender has the option to use whatever skill they can narratively justify, with those usually featuring the 'default defense skills' at the forefront of those options.
- In fact a defender must use the skills described in YS to defend against attacks, unless they have a have a stunt that provides other options.
Not in my opinion. See above.
It might sometimes be reasonable, after a non-standard skill has been used to defend on several ocassions, to strongly suggest that a stunt be taken to represent
and expand upon that capability, but since the narrative stage for the selection of a defense skill is set by the attacker, I would be extremely wary of ever requiring this, let alone requiring it beforehand.
I actually don't like a "battle of creativity", as Tedroni put it, because it's a game and it shouldn't be any less fun for those of us who can't come up with quick, creative answers to a problem. Therefore, I think the compel as a reward for suckering someone in is a nice mechanical "levelling of the playing feild".
Unfortunately, the 'battle of creativity' is a natural result of three truths:
1) that the narrative of the attack is provided by the attacker
2) that the narrative of the defense must not unduly breach suspension of disbelief
3) that the narrative of the defense is provided by the defender
If I describe my attack in such a way that it is merely difficult (but not impossible) to justify a defense with your skill of choice, you
must either engage in that battle, or concede my victory by suffering an inferior defense.