The West That Wasnt - Action Resolution
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, The West That Wasnt provides two resolution types to be used as necessary to simulate the game world. Simple situations, like loading a .45 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 (critical failures - see below - are still potentially possible), and there is no gradation of success. 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.
Hank Daggett 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). The results are binary, this is a simple check. A critical failure can also occur, causing no shell to be loaded and possible for it to be dropped or lost, but this is still a simple check because there is no variability in success.
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 one card is drawn to resolve a series of events.
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, they 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.
Hank Daggett 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 TWTW, 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.
Applying Bonuses and Penalties
In The West That Wasnt, many things can happen. The Judge has great freedom in applying appropriate bonuses and penalties to actions to help simulate the environment and situation. There are two guidelines that should always be followed: be sure the adjustments are clear to the players before cards are drawn, and do not apply adjustments in ways that contradict the design of the cards themselves.
The first guideline is fairly clear and obvious. There may be a time when obfuscation of an adjustment is necessary, but generally the guideline is easy to understand and implement. Only violate it if you know what you are doing and you are attempting to achieve a particular story effect.
The second guideline requires some explanation. How can the card design be contradicted? The results in the cause grid are randomized and arranged differently than those in the effect grid. Because of this, they should be treated differently.
There are three types of possible adjustments: direct, row and column. A direct adjustment is one that adds or subtracts a modifier to the result in the cell. A row adjustment changes the row value, while a column adjustment alters the column value. Understanding the grid designs helps clarify how to properly utilize each kind of adjustment.
Direct adjustments are simple and affect both grids identically. In all cases direct adjustments may be applied to either grid. Row adjustments are only slightly more complicated than direct adjustments. For cause grid results, a row adjustment changes which results may be chosen. For effect grid results, the adjustment alters which value is chosen. Both grids are designed to handle row adjustments without special modification. Follow the normal rules for consulting the appropriate grid after applying the adjustment. A row adjustment just changes the size of the "dice" pool.
Column adjustments require special rules. Column adjustments essentially change the number of "die type". Very few rules use column adjustments, and it is recommended that the Judge apply column adjustments with great care. The following suggested rules govern column adjustments:
1. Never apply column adjustments to cause grid results.
2. When applying negative column adjustments to effect grid results, such as with reduced damage in the penetration rules, keep the intent of the mechanic in mind. Reduced damage should always be less than normal damage. Therefore, if the column is shifted left (the "die type" is decremented) the value in the new result must be less than the original result. This includes increased effect.
Example: Miranda Valentine is attempting to blast Felicia LaRoq with her Peacemaker. Felicia is in partial cover, with the left half of her body behind the corner of the North Star Saloon. Miranda draws card 39:
The hit location shows left arm, so her Peacemaker deals reduced damage because of the wall. The original damage result (3d6) is 18. The reduced damage result is 11, but with increased effect. When she draws her second card to add to the damage, any number greater than 6 will be treated as a 6 so the the reduced damage result is less than the normal damage of 18. Even if she were to draw card 45, which also shows an increased effect, the final value is still limited to 17.
3. When applying positive column adjustments (shifting to the right; increasing "die type"), the new value must be greater than the previous value, and, additionally, if increased effect was generated in the original result, the adjusted result also is treated as having increased effect even if the card does not have increased effect in the given column.
Example: Smarting from her wounded left arm, Felicia screams commands to Octavio, one of her vaquero henchmen. Octavio hurls his lasso at Miranda, attempting to snare her Peacemaker and disarm her. He was completely hidden, and Miranda is surprised. Octavio also has an advantage which the Judge rules gives him a positive column shift. His skill is 2d8. He draws card 17:
The result in 2d8 is 19 with increased effect, however with the column shift the 2d10 result is only 16. Because his initial result has increased effect, the Judge draws another card for Octavio. His final result will be at least 20, if a 3 or less is in the new result, a 4 will be used instead so the total result is greater than the initial result. That is very helpful, because he needs at least 2 bumps to change the hit location from left arm, to right arm, where the Peacemaker is...
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 TWTW 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
TWTW 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 used in combat:
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 in TWTW.
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 Hank 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 how easy the action is to perform. The higher the handling, the easier it is to control during a turn. Consult the following rules to determine how to use handling with the given action.
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.
Covering fire continues until the characters next action or until the weapon exhausts its ammo supply, whichever comes first. At the next declaration phase, the character may declare covering fire again to continue it through the next round. Draw an initiative card, and check the Reflex result. The covering fire persists unless a CF result is shown, in which case the character hesitates immediately after the round begins.
Determining Target Area
The rules for determining the size and shape of a target area for covering fire are intentionally vague. It would be both impossible and unwieldy to attempt to cover all potential firing situations. Generally, the path of the covering projectile should be considered, as well as the skill of the firer. If there is a reasonable risk that a shot at a given nearby location would be dangerous to a character, then that location should be included within the covered area.
As with any kind of Judge discretion, care must be taken to be consistent in application of this rule. Recall that if a disagreement between players and Judge is insoluble, cut the deck and consult the Toggle result: Yes favors the player, No favors the Judge.
Continuous Action Example: Movement
In some cases movement can be a continuous action. A character performing a movement continuous action is forgoing their defense, the TN for all attacks targeting them is reduced by 1. Some movement types, such as climbing and swimming, do not have a "run" speed. The only way to increase the movement distance is by performing a continuous action.
Procedure: Continuous action movement is a Fast action. During the first continuous action phase after the character action the character is moved up to one half the appropriate movement value, as a normal move. During each subsequent continuous action phase, perform the same move. Round up on the odd numbered actions, and down on even. In hazardous conditions, or when failure is possible, the Judge should call for appropriate skill checks during the continuous action phases. Characters with higher skill values should test less frequently.
Hank Daggett has fallen in to the Colorado river, and needs to get himself to the shore. He declares a continuing action of swimming. His swim value is 6. During each continuous action phase he will move 3 paces. After the turn is over he will have moved 12 paces, the "run" value for his swim.
Continuous Action Example: Mounted and Vehicular Movement
Unlike other kinds of continuous actions, mounted and vehicular movement sometimes relies on factors completely out of the control of characters. While running along the roof of a train, the movement of the car is controlled by a conductor who is very likely not participating in the action in any way. This kind of action is referred to as automated movement.
Automated movement is handled in very much the same way as other continuous actions, except that it is completely controlled by the Judge. The movement rate of the automated movement is divided into four (roughly) equal parts, and performed each continuous action phase. Automated movement occurs before all other continuous actions, as if it had a Reflex value greater than d12.
Miranda Valentine is riding her horse, Wash, next to a moving train. Angus Laroq is running along the roof of the passenger car. Both Wash and the train will move during each continuous action phase. The train will always move first, each phase. The speed of the train is 27 paces. During the first 3 continuous action phases it will move 7 paces each, and in the fourth it will move 6.
Movement that is directed by a character involved in the action is called controlled movement. This could include riding on horseback, in or on a stagecoach, or even the aforementioned train movement if one of the characters is in the engine room operating the controls.
During the declarations phase each character that is performing a continuous action also declares the movement rate they will be moving as well as the speed of any non-continuous action. For declaration purposes, the continuous action is considered to be either a Fast or Free action, as determined below.
If the character wishes to perform actions with the mount or vehicle, such as maneuver or change speed, at any time other than during a continuous action phase, the speed of that action is Fast. If the character wishes to only do actions that do not involve the mount or vehicle, the speed of the continuous actions is Free (for action combination purposes during speed declaration).
Note that characters are limited to a single Free action during a turn, so that a character cannot attempt a fast draw while also performing riding maneuvers. The character can still fast draw while riding, but no maneuvers or changes of speed may be performed unless they are declared as actions.
Miranda wishes to plug Angus in the gut with her Peacemaker, which is a Fast action to shoot. She could choose to fast draw her pistol, but then she would need to forgo shooting if any maneuvering with her mount became necessary. She knows that since drawing, firing and maneuvering are Fast actions, she likely will need to do two, and declares a Normal speed action.
Maneuvering during continuous action phases is limited by the skill of the character and the handling of the mount or vehicle, the lower of these two values determines the number of maneuvers that can be made during these phases. Consult the following chart, reading skill/handling level horizontally across the top. The phases marked with X are when the character can maneuver.
The given maneuvers are part of the continuous action and do not cost the character any speed during their regular action. If the character wishes to use their regular action to maneuver their mount or vehicle, that is also allowed. This maneuver would be in addition to any others during continuous action phases and would count against their declared speed for the turn. The mount or vehicle does not move during this phase in any circumstance, however.
During any maneuver a character may change speeds as part of the maneuver. Changing speeds is Easy (3), or +1 TN to any other maneuver. The speed change takes place after the current phase. To change speeds before this phase, increase the TN by +2. If the speed is changed during a standard maneuver it will take effect before the next continuous action phase.