The West That Wasnt - Advanced Action Resolution

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Basic Action Resolution

Optional Results: Bumps

Heroes perform actions with style and pizzazz. Sometimes, this means they succeed when others might fail. Sometimes they do things that seem impossible. Sometimes they just add an extra helping of cool to the performance. Bumps can help facilitate this at the table.

Whenever a task is attempted, the Judge will provide a TN for success. If the result generated exceeds the TN by 4 or more, a bump has been achieved. For each full multiple of 4 above the TN one bump is awarded. For a TN 5 task, bumps would occur on 9, 13, 17, etc.

Using Bumps

For each bump the player may invoke any of a number of possible choices. Bumps may be used to change hit location. They can increase penetration value (or cause increased ablation). They can add damage. Bumps do not persist, so use 'em when you get 'em. Players can freely choose how to use their bumps, but the Judge has final say over anything not explicitly defined on the action card.

While the options are plentiful, using bumps in play is quite simple. One advantage action cards have over dice is that by visually having the options present on the card, it serves as a reminder of what is possible. This leads to fewer instances of special abilities being forgotten or neglected in the crunch time of action.

Bumping Hit Location

If you recall, the hit location bank includes 4 possible hit locations. By using 1 bump, the hit location may be moved up or down one spot in the hit location bank. For example, see the following diagram:

Locationbump.JPG

The card pictured (50) shows a standard hit location of left leg. Bumping up or down has the same effect, in this case (changing legs), and, if two bumps were available, the hit location would revert back to the left leg.

Another example, this time using card 16 illustrates a much more advantageous usage of location bumping.

Locationbump2.JPG

In this case, the standard hit location is belly, but with a single bump the location can be changed to either the right arm or vitals.

In all cases, the triangles (up or down) denote the number of bumps necessary to select the alternate location, and the direction of the apex indicates the general direction of the location change.

Bumping Penetration

Each weapon in TWTW has a penetration value. This value is used to penetrate armor and other intervening barriers, such as cover. Skilled combatants are consistently able to find weak points in enemy defenses, and bumping penetration simulates this.

Bumping penetration is simple. The penetration modifier, shown in the shield, may be increased by one for each bump spent. This cannot be used to increase the penetration modifier above +2. Any increase above +2 is two bumps per increase.

50penetration.JPG

The card shown here has a 0 penetration modifier. To increase it to +1 would cost 1 bump, and to +2 would cost 2. Increasing it to +3, however, would cost 4 bumps.

Bumps may also be used to increase ablation. One bump may be spent to reduce the armor value by one additional point. Alternatively, it may instead ablate the armor value at a secondary location (this does not cause a wound there, or move the current hit to that location). For example, Hank might spend a bump to put two holes in an overturned table with his shotgun so that his compadres are better able to hit the adversaries behind it.

Bumping Damage or Effect Magnitude

Bumping damage is the most straight-forward bump spend. For each two bumps spent, increase the row value of the effect by one. Effect can be bumped below row (7), adding the die value for each bump thereafter. Bumping effect magnitude (for generating victories) works in exactly the same way.

Minor Actions

Adding a minor action to the just resolved action is also feasible. This type of bump spend is subject to Judge approval. If appropriate, the player may spend a bump to perform a 1 AP action, or to perform another action for 1 AP less.

Bumping Stray Shots

Bumps may also be used to increase the number of shots in a burst that hit, and may be used to bump between unintended targets. Each bump spent adds one to the burst effect number, limited by the total shots, or can bump between adjacent unintended targets. Adjacent in this case refers to the number of the target, so instead of hitting target 3, target 2 or 4 could be hit. This may be performed multiple times.

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 all characters in that Phase have moved. 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.

To effectively utilize covering fire for the entire round the weapon being used must have 4 or more bullets loaded at the time the action is begun, though it may be attempted for a portion of the round with fewer shots available. If the firing arcs advanced rules (see section xx) are being used, covering fire requires an appropriate arc just like an aim action.

Procedure: Before the characters in phase 4 begin moving, state the intention to commence covering fire and remove the covering character from the initiative stack. Pay the AP to cock (if necessary) and fire the weapon being used. The character is eligible to fire during each phase with the following restrictions:

1. Their weapon is cocked or otherwise ready(character may spend the AP to cock weapons as needed).
2. Their weapon is loaded.
3. Their initiative result is sufficient for them to act in this phase.

Covering fire is performed as follows. When a character declares they will move, place a fire marker on the tactical map. This is the target location of the covering fire. If any characters attempt to move or perform any action within 1 pace of the line of fire, resolve the covering fire.

First, draw a card for the shot. If the weapon does not malfunction, place the target marker on the desired location and place the card face down in front of the firing character (this card will be used later to resolve the shot, so the result set should not yet be public). That location has been successfully "covered". Characters in this area are considered targets for all purposes. Decrement the ammo by one.

If the weapon malfunctions, the covering fire does not resolve and their weapon is no longer ready. The character may spend AP during their action phase to address the malfunction, but may attempt no further covering fire actions this round.

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 or other careful (Judge's discretion) action. They may instead choose to forgo the action. If they do, the action AP are still spent, but they cannot be hit by the covering fire. Alternatively, they may elect to attempt the action. To attempt the action, make a standard (5) Bravery check. Success indicates the action resolves as normal, failure indicates the APs are spent, but the action does not resolve. The character also becomes a valid target (see below) for the covering fire. Calamity indicates the attempting character is hit by the covering fire. Use the card with the calamity result to determine hit location, damage and all other effects (except for malfunction, which has already been determined).

If a character wishes to attempt an action that is not careful, use the previous procedure but substitute a standard (5) Initiative check for the Bravery check. Failure indicates the character is immediately a valid target. Resolve the shot before the attempted action. If the test is successful, the character may attempt their action without effect from the covering fire. If the character making the check gets a Calamity, they are automatically hit, as previously discussed.

If the character is a valid target, resolve a snap shot at the appropriate range with an additional -1. Use the face down card to resolve the shot. Discard the card after the resolution.

Repeat the previous steps before each phase or until the character wishes to cease covering. Each character may make no more than one effective covering shot per phase. Note that unlike regular actions, covering fire resolves immediately, during the movement phase of the turn. The actual shot may resolve during the movement phase (if a target attempts a movement action through the covered area) or during the action phase (if a target performs any other action in the covered area).

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 costs 1/2 AP per pace. Divide the intended movement by 4 and move this amount each continuous action phase. If the amount is fractional, round down during the odd phases, and up during the 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 has just set a bundle of dynamite and needs to put as much distance as possible between himself and the coming explosion. Since he has 11 AP, he can move up to 22 paces as a continuous action. During phase 1 and 3 he will move 5 paces, during 2 and 4 he will move 6.

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 Quickness 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 cost is 2 AP. If the character wishes to only do actions that do not involve the mount or vehicle, then the cost is as the action itself.

A relevant example needs to go here.

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.

Maneuver.JPG

The given maneuvers are part of the continuous action and do not cost the character any AP 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 cost AP 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.

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 (Athletics 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 Coordination 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 sub-tasks are completed. If a character needs to barricade multiple doors to prevent an oncoming bandit horde from entering a 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 of rows and/or which columns are referenced).

*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.

Advanced Two-Weapon Actions

The rules for standard two weapon actions are sufficient for most players. Players who want more control or variety can choose to use the following rules. The advanced rules allow the player to choose how to perform the actions.

Serial Actions

To perform actions in serial (one after the other), the following rules apply:

1. Pay the full AP cost for both actions.
2. If firing a weapon, both shots may be aimed if the AP is paid.
3. Each weapon may share a target for 0 extra AP, second targets are 1 AP to switch.
4. Attacks with the off hand are -3, dominant hand have no penalty. With ambidexterity 1, the off hand penalty is -2.

Parallel Actions

To perform actions in parallel (simultaneously), the following rules apply:

1. Pay the highest AP cost among the actions, plus 1.
2. If both weapons share a target, both may be aimed, otherwise, only one may be aimed.
3. Each weapon may have a single target for 0 extra AP, secondary targets are 1 AP to switch.
4. Attacks with the off hand are -4, the dominant hand are -1. With ambidexterity 1 the off hand penalty is -3, dominant hand is 0.