Roll to pull off something risky. State how & why, clarifying your intent. The GM picks the stat that matches your intentions.
The GM makes an impact move to introduce consequences. You don’t get a defense roll against impact moves prompted by your own action rolls - avoiding danger is already factored into the roll.
Roll to avoid incoming trouble, but only when not caused by your own action. The GM calls for the roll and picks a stat to test.
The GM calls for defense rolls when they target you directly with an impact move. On a messy, there’s still some trouble, like taking lesser damage, losing the chance to act, or being in a worse position.
Defense is cinematic - a reaction, out of your hands. The GM picks the stat to fit the danger, your PC’s likely reaction, vulnerabilities, and what feels right for the moment. This keeps it varied - you can’t always use a strong stat.
Roll to condense a sequence you don’t want to play out in detail, but still want to leave up to the dice. Roll 2d, resolving it all as a single action roll, then narrate a few beats. Keep things moving or zoom in on a grim.
If multiple PCs join, each rolls 2d and shares the risk. Collaborate on the results. 6s on separate rolls don’t count towards criticals.