Difference between revisions of "The West That Wasnt - Action Resolution"
(→Spending Bumps) |
(→What Happens?) |
||
Line 141: | Line 141: | ||
==What Happens?== | ==What Happens?== | ||
During a continuous action phase the stated action occurs. This means that if you are riding, the mount moves during the continuous action phase. Each character performing a continuous action may attempt a maneuver during a continuous action phase, if eligible. See the Vehicles and Mounts section of movement for more on continuous actions. | During a continuous action phase the stated action occurs. This means that if you are riding, the mount moves during the continuous action phase. Each character performing a continuous action may attempt a maneuver during a continuous action phase, if eligible. See the Vehicles and Mounts section of movement for more on continuous actions. | ||
+ | |||
+ | ===Continuous Action Example: Covering Fire=== | ||
+ | Covering fire is an action where a character attempts to prevent enemies from putting effective fire on friendly individuals by sending shots in the direction of the enemy position. The shots are not well-aimed; their intent is fear and disruption more than actual damage infliction. Covering fire takes place over the course of a full round, therefore it is a continuous action. | ||
+ | |||
+ | There are multiple ways to achieve covering fire. A character might fire in the direction of any movement seen. Instead, that character might fire shots in the general direction without regard to movement. Either can be effective when properly implemented and in the correct situation. The rules for TWTW attempt to make covering fire a viable action, while avoiding overly complex minutiae. The following rules govern the covering fire action. | ||
+ | |||
+ | Covering fire is a Fast action. To effectively utilize covering fire the weapon being used must have 4 or more rounds loaded at the time the action is begun. Covering fire uses firing arcs (if applicable). | ||
+ | |||
+ | Procedure: Once the action has begun, take four counters to be used as target markers. During each subsequent continuous action phase, declare an intended covering fire location (this can be a character or location on the tactical map). Draw a card and check for weapon malfunction. If the weapon does not malfunction, place the target marker on the desired location. That location has been successfully "covered". Characters in this area are targets for all purposes. Decrement the ammo by one. | ||
+ | |||
+ | If the weapon malfunctions, resolve that normally. This may happen before or after the shot, at Judge discretion. If it happens after, the area is successfully covered, as above. | ||
+ | |||
+ | Successful covering fire has the following effects. As noted in [[The West That Wasnt - Conflict| Conflict]], a character that is under fire must make a Bravery check to perform an aimed shot. If that character fails the check, the covering character may immediately make an appropriate attack roll against them. This shot is resolved as a snap shot with all standard modifiers. If the character making the Bravery check gets a CF result, they are automatically hit. Use the drawn card (the one with the CF) to resolve the shot. | ||
+ | |||
+ | Additionally, any action the Judge determines requires concentration may also require a Bravery check if done under fire. Use the previous rules in this case as well. |
Revision as of 16:49, 15 May 2019
Stories, and games, happen because characters do things. Not just everyday, mundane things, but exciting, dangerous, interesting things. The things characters do in a game are represented by Actions. The mechanical resolution of an action is a Check (simple or complex).
Actions
In the real world, as well as in great fiction (and games), some things are pretty simple, while others are more complicated undertakings. To this end, Past Participle provides two resolution types to be used as necessary to simulate the game world. Simple situations, like loading a .44 caliber shell or climbing a cliff face (simple from a success or failure point of view, not necessarily simple to do), are simple Checks. For more complicated endeavors, where multiple external or personal factors could be at play, the complex Check system is here to help you bring these situations to life.
Simple Checks
Simple Checks include any action that produces a single, binary result (such as pass/fail, hit/miss, etc.). Simple checks are straight-forward actions in the abstract. They may not be simple in action, but the outcome is a binary result, and other external factors are unlikely (critical failures - see below- are still potentially possible). After the check is described, the Judge assigns a Target Number (TN) and the action is resolved. If the result meets or exceeds the TN, the check is successful. That is it.
Reuben McRotch wishes to reload his shotgun using his speed load skill so that he still has an action to blast the bandit accosting him straight to tarnation. The possible results are: he succeeds in reloading the gun with his action remaining (a success); he successfully reloads, but it takes his action (a failure); or he is unable to load the shells at all (a critical failure). Because it is basically a binary result (outside of the critical failure possibility), this is a simple check.
Complex Checks
Complex checks are the foundation of exciting scenes. When a Hero needs to do something great, likely that is a complex check. In most cases checks are much more than a binary result. There are potential complications, deviations and unintended results. By utilizing the complex check system you can draw one card and resolve a series of events without needing anything further.
Complex checks involve both success and magnitude. They may also persist from one action round to the next. To achieve this, complex checks have both a TN for successful progress, but also some number of victories for completion.
After declaring your action to the Judge, he may inform you that it is a complex check. The Judge will provide both a TN as well as a number of victories necessary to complete the check.
Results and Effect
If a complex check generates a value equal to or greater than the given TN, there is some measure of success. To see how much, check the effects section of the Action Card. For each multiple of the victory threshold, 6 (see below for optional rules on adjusting the victory threshold), in the magnitude, one victory is generated. Partial victories are not possible, any amount above a multiple of the victory threshold is truncated.
All necessary successes need not be accrued in a single action, and multiple characters may collaborate to produce greater effect (see cooperation XX) or more victories.
Reuben McRotch wishes to prepare a dynamite device as quickly as possible, so he can evacuate the premises. The Judge informs him this will be a TN 7 Dexterity and Demolitions check, with 3 victories required. He flips his card and generates an 8. This is a success, but no bump. Referencing the effect grid, he finds a 13. Two victories are generated, leaving one more necessary. He is partially done, but will need at least one more action (or help) to complete the device.
Setting Victory Threshold: Optional
In some cases, the Judge may wish to alter the victory threshold from the standard 6. Varying the victory threshold is useful when there is a discrepancy that cannot be easily or sensibly accounted for with skill/difficulty adjustments, especially when multiple participants are involved. There are many potential reasons for this, and it would be impossible to cover them all. Some examples are provided to illustrate the breadth of the provided functionality.
If multiple characters are competing for a goal, adjusting the victory threshold between the characters can create a simple mechanism to grant some participants an advantage. Adjusting the victory threshold imbues an advantage outside of differences in skill or trait. If two characters were attempting to leap and grab a high tree branch, the athleticism of the two participants would be the deciding trait (Dexterity trait check). However, a substantial height difference could provide a significant advantage to the taller character. In a case like this, it doesnt make sense to adjust the Dexterity result, because height is not a factor in athleticism. Instead, the taller character could compete against a victory threshold of 5, while the shorter participant uses the standard 6.
Another possibility is if a series of actions are being performed with time constraints, and it is important to know which subtasks are completed. If a character needs to barricade multiple doors to prevent an oncoming bandit horde from entering his hacienda, the Judge may assign a victory threshold of 6 for each door, and 8 for each double door.
Variable victory threshold allows the size of the task increments to vary, while maintaining the number of increments constant. A task with 3 standard victories required is easier to complete than one with 2 victories required at threshold 9, even though the required magnitude is equal. Those two tasks have a different feel to the players. A simple illustration is it is easier to lift 3 50 kg rocks and place them on a hill, than it is to lift 2 75 kg rocks and perform the same manipulation*.
Use variable victory threshold when:
Some participants have an advantage over others.
Multiple tasks within a greater project have varying magnitudes.
A task is bigger (or smaller) than normal, for some reason, but it still has the same number of steps.
Do not use variable victory threshold if:
External factors make a task more (or less) difficult to complete (use adjustments to TN instead).
Equipment is of a non-standard quality (adjust the number or size of dice instead).
*This example assumes that 75 kg is within the lift value of the character, so that a Strength check is not required. If this is not true, adjusting the TN may be more appropriate.
Resolving Checks
In Past Participle, checks of all types are resolved using action cards. The cards are designed for fast, yet detailed, resolution to checks. Keep the game moving, keep the action foremost and let the players play. The mechanics stay out of the way, facilitating a fast paced game.
Setting Difficulty
Check Difficulty | TN | |
Easy | 3 | |
Standard | 5 | |
Challenging | 7 | |
Difficult | 9 | |
Incredible | 11 |
Just as Miranda's father dies, he whispers a plea into her ear. He wants her to go to Dodge City and protect his long lost nephew, an accused prisoner, from a date with the hangman. Miranda is a Hero; of course she will set off for Dodge.
The Judge asks for a Standard area knowledge check to know the location. Since this is a standard difficulty, the TN is 5. She flips a card for results of 3, 7 and 8. Success! The journey to Kansas is ready to begin.
Using Action Cards
How to resolve checks with action cards.
Escalating Success: Bumps
Heroes are achievers. During any check, when the TN is exceeded by 4, another success level is generated. This is called a "bump". Bumps are in-game currency the player can use to tailor the results to the situation at hand to enrich the story.
Accumulating and Generating Bumps
Unless noted otherwise in the appropriate rules section, any check in Past Participle can generate bumps. Bumps are ephemeral, and must be used on the current check. They can never be saved for future use.
Bumps can be generated by checks that exceed the TN by a set amount, usually 4, but sometimes 3 with impetus (see the Crafting Stories chapter for more on Impetus). Bumps can also be granted based on edges or other character attributes.
Bump Types
Past Participle uses two types of bumps: conditional and standard. Conditional bumps may only be used for a limited scope of spends within a resolution type, while general bumps can be used for any bump normally eligible to that resolution.
For example, in combat, any bump generated on an attempted shot at an opponent is a standard bump. It can be used for any eligible bump, such as hit location, damage or penetration. Bumps generated based on using a skill such as fan-firing are conditional, and may only be used on a subset of possibilities, in this case damage or penetration.
Bumps generated based on exceeding the TN of an action are standard bumps (unless specified otherwise in the appropriate section). Conditional bumps appear based on skills, edges, environment or situations.
Conditional Bumps
There are many types of conditional bumps. Some of the most common are:
Damage bumps: Each Damage bump may be used to increase the damage row by one. When the row reaches 7, each additional damage bump adds +1 to the result.
Penetration bumps: Spent Penetration bumps increment the penetration value of the weapon by 1 each.
Burst bumps: A burst bump acts like either a damage bump or a penetration bump, as chosen by the player.
Spending Bumps
Players may spend bumps on their actions in any order they choose. Conditional and standard bumps may be combined as long as both are eligible for the given spend. Some common bump spends are listed in the following chart.
Pen/Ablate: This bump spend increases the penetration value of the weapon being used by 1.
Hit Location: This spend allows changing the hit location up or down one row.
Bonus Counter: Allows the player to take a bonus counter, if available.
Stray shot: May add or subtract one to/from the unintended target number on any figure on the card. This may be used to cause one target to be hit more than once.
Burst Effect: This is currently unused.
Damage: Allows the player to add one to the effect row for the current action. Can be used on combat actions as well as those that generate victory instead.
The Bonus Counter
At the beginning of each session the Judge will provide a bonus pool, which generally consists of a number of bonus counters equal to one less than the number of players. These counters are shared by the group. Players may earn or spend them as the game progresses. The following rules govern bonus counters.
1. No player may ever hold more than one bonus counter at any time.
2. Spent bonus counters are immediately placed back in the pool, and are available to be earned.
3. Unspent bonus counters are lost at the end of any session of play.
Spending the Counter
Bonus counters can be spent in a number of ways. Usually, the counter is spent on values in the effect grid. A bonus counter generally has a value of +2, but can be worth up to +3 in some situations involving impetus.
Right on! This spend adds +2 to a value in the cause grid. This spend can only be used to increase the number of bumps. It can never change a failure into a success. This is the only legal spend on the cause grid.
Aces! This spend adds +2 to an effect grid result.
As I planned! This spend adds +3 to an effect grid result. The player must be invoking one of his Impetuses on this action.
I've got your back! This spend is special. Instead of taking an action, the player declares how he is helping another player achieve their action better. The bonus counter may be spent by the target player. The target player may not be already holding a bonus counter, unless he is also spending it on this action. Multiple players may perform the same action simultaneously. This spend resolves as a Fast action.
Continuous Actions
Normal actions last one phase, starting when they resolve (based on the initiative rules). Continuous Actions are special cases where an action is occurring continuously from round to round, for a minimum of one full round. Some examples of continuous actions are riding (mounted movement), covering fire and involuntary movement (such as falling). In some cases, other actions may be performed in tandem with continuous actions as described below. Continuous Actions may be either simple or complex.
Continuous Action Phases
During each turn there are 4 continuous action phases. Each Phase during the round concludes with a continuous action phase, after any characters with d4 Reflex. All continuous actions resolve during each continuous action phase. This may occur with or without interaction from characters.
How is a continuous action resolved without character interaction? Consider the following example.
Miranda Valentine is astride her Appaloosa galloping alongside a hijacked train. Bandits inside are holding Reuben hostage, and it is her aim to neutralize them. However, the situation is complicated by the speed of the horse, the speed of the train, the terrain near the track and the windows on the train car. The train moves independently of any action taken by any character. The horse moves based on the actions Miranda takes. The bandits aboard the train move on their own, but also as the train moves.
Movement of the train is a continuous action. Movement of the horse is a continuous action. The movement of the train is performed in each continuous action phase in all cases, no character inputs are necessary or relevant. The movement of the horse also occurs each continuous action phase, but it may vary depending on Miranda and her skill. Depending on her riding skill she may only be able to maneuver the horse on some, but not all, continuous action phases. See the skill section for more on how this is handled.
A continuous action is resolved when the effects of the action occur with or without any interaction from characters. In this case, the action resolves in exactly the same way as the previous round: no change in direction or speed is allowed.
A continuous action can also be resolved due to interaction from character(s). In this case, the character makes the appropriate choices regarding speed and direction.
Handling
Each continuous action has a handling rating, which is used to determine the order of actions within a continuous action phase. Each type of mount has a handling rating, as does any vehicle such as a cart or stagecoach. If multiple actions occur during the same continuous action phase, order the actions according to the initiative rules, substituting handling for Reflex.
What Happens?
During a continuous action phase the stated action occurs. This means that if you are riding, the mount moves during the continuous action phase. Each character performing a continuous action may attempt a maneuver during a continuous action phase, if eligible. See the Vehicles and Mounts section of movement for more on continuous actions.
Continuous Action Example: Covering Fire
Covering fire is an action where a character attempts to prevent enemies from putting effective fire on friendly individuals by sending shots in the direction of the enemy position. The shots are not well-aimed; their intent is fear and disruption more than actual damage infliction. Covering fire takes place over the course of a full round, therefore it is a continuous action.
There are multiple ways to achieve covering fire. A character might fire in the direction of any movement seen. Instead, that character might fire shots in the general direction without regard to movement. Either can be effective when properly implemented and in the correct situation. The rules for TWTW attempt to make covering fire a viable action, while avoiding overly complex minutiae. The following rules govern the covering fire action.
Covering fire is a Fast action. To effectively utilize covering fire the weapon being used must have 4 or more rounds loaded at the time the action is begun. Covering fire uses firing arcs (if applicable).
Procedure: Once the action has begun, take four counters to be used as target markers. During each subsequent continuous action phase, declare an intended covering fire location (this can be a character or location on the tactical map). Draw a card and check for weapon malfunction. If the weapon does not malfunction, place the target marker on the desired location. That location has been successfully "covered". Characters in this area are targets for all purposes. Decrement the ammo by one.
If the weapon malfunctions, resolve that normally. This may happen before or after the shot, at Judge discretion. If it happens after, the area is successfully covered, as above.
Successful covering fire has the following effects. As noted in Conflict, a character that is under fire must make a Bravery check to perform an aimed shot. If that character fails the check, the covering character may immediately make an appropriate attack roll against them. This shot is resolved as a snap shot with all standard modifiers. If the character making the Bravery check gets a CF result, they are automatically hit. Use the drawn card (the one with the CF) to resolve the shot.
Additionally, any action the Judge determines requires concentration may also require a Bravery check if done under fire. Use the previous rules in this case as well.