The West That Wasnt - Conflict - Dice Pool
This page is to outline the new proposed action resolution system for TWTW. If this system shows enough promise to be adopted this page will evolve into a rules page as produced for other sections of the rulebook. Initially it will be a repository of ideas as they become evident and tested.
Framework
Players will create a dice pool for their character each round. This pool will be a combination of reaction and action dice. Reaction dice will be determined by the Quickness trait of the character, while action dice will be determined by a variety of factors including archetype, Coordination and other traits.
Action Points
All characters have a pool of action points (AP) they can use to perform actions on their turn. These points are based on FACTORS. Each turn they will also have an initiative roll, which is added to their AP pool to determine the total number of AP they have available for this round.
Each action that is performed has an AP cost that is paid before the action is attempted. Each round play begins with the highest AP available and counts down. Actions are performed one at a time by each character in series from highest to lowest AP. The round ends when no character has any remaining actions. Any action that requires a roll also requires an action die be spent.
Interrupting Actions
A character who goes later in a round may attempt to interrupt the action of another character when they state their action. The interrupting character immediately spends AP to perform their intended action, and also must remove a reaction die from their pool. Roll the reaction die and compare it to the Quickness of the current character and if RESULT then they may perform their action, otherwise the current character performs their action before the interrupting character. Any consequences of the interrupting action (such as firing a bullet) still occur.
EXAMPLE