Talk:The West That Wasnt - Conflict - Action Points

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--Dieter the Bold (talk) 14:39, 15 April 2020 (CDT) Hand-to-Hand Combat I think you should make things a little concrete. For example, when discussing skills to use, I think you should just come out with Melee or Unarmed. Also remind readers that Advanced Skills test their prerequisite skill, not the Advanced Skill. What about improvised weapons? Like using a revolver as a club/sap. Is that unarmed or armed?

I don't understand what the #(#) means? I couldn't find where that was on the page. Is that the die type / row thing?

The Advantage token is a little confusing. If the character with the highest Advantage at the beginning passes on buying the token, does it continue down the list?

So escaping the Advantage counter is just paying 4 AP to move the counter back to the pool? Gaining the counter during combat can also be done via 1/2 the AP cost in bumps?

For my comprehension, I would process the information better if there was an example of a full combat sequence at the start of the rules, with maybe little footnotes to the specific rules, then go through the actual rules while referring back to the example.

--Jason (talk) 12:12, 17 April 2020 (CDT)Thanks for these pieces of feedback. I have updated the page with explanations for your first set of questions.

I have also updated the HTH Attacks table with the correct nomenclature, which should be (#)#. This is the effect row/column of the attack. If you look at an action card, the lower results section has the rows called (#) and the columns with 4, 6, etc. The number in parentheses is the number of the appropriate die being simulated. The row number is in parentheses so it is not confused with the upper results, those rows are just flat numbers. This is explained in the action card section, in the action resolution chapter.

The process for taking the advantage at the beginning of the combat is now updated to include what happens if the highest character passes.

You are correct on your reading of how the counter is moved during combat. Right now, I picture the counter as a simulation of who is "in control". Like when you see two fighters rolling around on the ground, one guy on top, then the other, or when they jockey for position up a hill or wherever. Its something to do besides just roll dice (draw cards). Also, it lets us have a method for things like disarm, takedown, etc, without needed a million maneuvers. Anything that changes the advantage is just taking the counter.

An example could help. I am trying to get one in my head. When I have a good idea for it, I will do it. Ill do it as a full example including all cards and choices, from initiative to the end of a round.