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| - | ====== Resolving Actions ====== | ||
| - | There are three ways [[rules: | ||
| - | - Automatically (Scenes) | ||
| - | - Hands (Scenes) | ||
| - | - Hands (Action Sequences) | ||
| - | |||
| - | ===== Automatically Resolving Actions ===== | ||
| - | |||
| - | Actions should be resolved Automatically by default when the Players and the GM are role playing during a Scene. That is because this is the simplest and quickest method to determine if an attempted Action succeeds or fails. | ||
| - | |||
| - | ==== Steps for Automatically Resolving Actions ==== | ||
| - | If a Player attempts an Action as part of a Scene, follow the procedure below: | ||
| - | - Determine who is the [[rules: | ||
| - | - The GM determines the [[rules: | ||
| - | - The GM and the Player compare the Actor' | ||
| - | |||
| - | ==== Example: | ||
| - | //Player: "I climb over that abandoned section of the city the wall. (This implies the Climb Action for which AGI is the Relevant Stat)" | ||
| - | GM: (determines the Action Difficulty consulting the City's Environmental Actor sheet) "Okay, it is ten feet high, made of rough stone and mortar, so pretty hard without equipment or something, Difficulty 7, what's your AGI?" | ||
| - | Player: " | ||
| - | GM: "your fingers can't find any cracks to hold onto, and your boots just slip off." | ||
| - | Player: "okay, I take out my rope and grappling hook and throw it over the wall and pull it back to hook it." | ||
| - | GM: "okay, what bonus to climb does that hook give you?" | ||
| - | Player: (looks up the grappling hook item in the Equipment section of the game Wiki) " | ||
| - | GM: " | ||
| - | // | ||
| - | |||
| - | ---- | ||
| - | |||
| - | ===== Playing a Hand (Scenes) ===== | ||
| - | The GM should call for //" | ||
| - | |||
| - | ==== Steps for Playing a Hand ==== | ||
| - | To play a Hand during a Scene, follow the procedure below: | ||
| - | - Play begins with the player who declared an Action that started the Hand, and continues clockwise around the table until all Actors involved have had a chance to take an Action. | ||
| - | - Before any Actions are declared, all Players must place any cards from their [[rules: | ||
| - | - Only one Action may be declared per Round by each Actor involved. | ||
| - | - The first player chooses an Action or Ability from their Actor Hand, places that card face down in front of them, and places their [[rules: | ||
| - | - Play then moves to the next player around the table, who repeats this procedure of laying down an Action card and their bid. Players may also //Pass,// meaning that they say, or signal, that the Actor they are controlling is taking no Action this Round. | ||
| - | - Play continues in this way until all involved Actors have played an Action, or passed. | ||
| - | - Once all Actions have been played for the Round, all players turn their cards and tokens face up at the same time. Stat Bids of each Action are then calculated to determine the order Actions will be resolved. Remember, each point bid on the Action' | ||
| - | - Actions are resolved in the order of lowest Phase to highest, based on the Stat Bids calculated in the prior step. To resolve each Action, first check if the Target of that Action has an Active Card that would effect the Outcome of the Action directed at them. This could be an equipment card, like armor, or a Reaction like Dodge, that was played before the current action. If the Target has any Active Cards, resolve those first and note the result, then compare the Stat Bid on the Action to the [[rules: | ||
| - | - Once all Actions for the Round have been resolved in the prior step, the round is over, and the Stat Bids on all Actions must be placed in their Spent Stacks. The exception to this rule is for Actions that can be maintained for more than one round, like an ongoing spell, or continuing a reaction, like Dodging. | ||
| - | - At the end of the Round, leave any Active Cards face up on the table in front of the player to whom they belong. Active Cards are cards that have been revealed but that will persist into the next round. | ||
| - | - Play continues into new Rounds, and steps 4-10 above are repeated, until all players pass their turn, either because they choose not to take an Action, or they are unable to do so because they have no more Stat Points available to Bid on any more Actions. | ||
| - | - Once all players have passed their turn, the Hand is over, and the Stat Point Pools of all Actors involved are refreshed, except any Stat Points that were discarded as Damage. | ||
| - | |||
| - | ==== Example: | ||
| - | //Player: "I climb over the city the wall." | ||
| - | GM: "okay, you're standing on a grassy field among manicured shrubberies and trees. | ||
| - | Player: "okay, in that case, I want to throw my grappling hook up there real quiet when they' | ||
| - | GM: "okay, let's play a hand." | ||
| - | (the player and the GM start looking through their Actor Hands, and grabbing Action Cards they intend to use from piles on the table. | ||
| - | GM: "okay, your turn, ready?" | ||
| - | Player: " | ||
| - | GM: (places a card face down with some face down stat tokens on top of it, and places all three figures on top of that stack as well, indicating that all three guards are doing whatever that action card is) The GM then flips over his Action Stack, since he is the last player in the Round to choose an Action, revealing the Observe Action, with a 3 INT Stat Bid for each of the guards, indicating a total Difficulty of 5 (see [[rules: | ||
| - | Player: Seeing this, the player also flips over their Action Stack, revealing a Throw Action card, a Sneak Action, and 5 AGI bid. The player explains that 3 are bid on [[rules: | ||
| - | GM: deciding an adolescent should be able to catch a grappling hook on a wall, assigns it Difficulty 2, so the Throw action is successful. | ||
| - | GM: "okay, next round." | ||
| - | Player: places a new Action Stack. | ||
| - | GM: places three Action Stacks with a figure upon each, indicating that all three guards are doing something different, and flips all three over, as he is the last player in the round, revealing one guard is yelling for reinforcements, | ||
| - | Player: flips over her Action stack which reveals the Run Action and her FIT bid. "The jig is up, I'm getting the heck out of here." | ||
| - | GM: begins picking up cards, " | ||
| - | // | ||
| - | |||
| - | ---- | ||
| - | |||
| - | ===== Playing Hands (Action Sequences) ===== | ||
| - | |||
| - | <WRAP center round important 100%> | ||
| - | Work in progress | ||
| - | </ | ||
| - | |||
| - | Playing Hands during an Action Sequence is the most complex and time consuming method to resolve Actions, and should only be used when the sequence of those Actions is important, as well as budgeting of Stat Point Bids, such as in Combat. | ||
| - | |||
| - | ==== Steps for Playing Hands ==== | ||
| - | To Play Hands during an Action Sequence, follow the procedure below: | ||
| - | |||
| - | - **Setup the Phase Timeline (GM):** Inform the players that an Action Sequence has begun, describe the circumstance, | ||
| - | < | ||
| - | - **Declare 1st Actions:** Players & GM secretly decide the first Action their Actors will take. An Action or Ability card is placed face down on the table in front of them, with their Stat Bid tokens face down on top. Finally, one of a pair of unique tokens the GM provided during the //Setup the Phase Timeline// step is placed on top of the Action Stack, and its pair on the Timeline Phase corresponding to the Relevant Stat Bid of that Action, minus the Secondary Stat Bid. This to be able to identify which Action Stacks correspond with the many tokens that will appear on the various Phases on the Timeline, and to organize actions into the Phase number on which they will be resolved. | ||
| - | - **Declare Additional Actions (optional): | ||
| - | - **Advance Timeline & Resole Actions (GM):** when no one chooses to declare any more Actions, the GM begins adjudicating the outcome of the declared actions in the order they appear on the Timeline, beginning with Phase 1, then moving to Phase 2, and 3, and so on. To resolve each Action, the GM picks up the unique token from the Timeline and matches it to the corresponding Action Stack. | ||
| - | - **Declare Additional Actions:** whenever the GM advances the Current Phase in the Action Sequence, all Actors have the opportunity to declare additional Actions, provided they are able to Bid the Ante of the Action they intend to take. Repeat this process until all involved Actors choose to take no Actions, or are unable to take Actions, at which point the Action Sequence has ended and reverts to a Scene.</ | ||
| - | |||
| - | ==== Example: | ||
| - | |||
| - | //GM .........."// | ||
| - | |||
| - | ---- | ||
| - | |||
| - | == Links to this page: == | ||
| - | {{backlinks> | ||
