In a compound action the player gets to use more than one card from the draw. The different cards are played in distinct moments called “registers.” Additionally, the player will get to choose from multiple maneuvers in each register to better define his character’s actions.
Hands
When a character begins a compound action he draws a number of cards equal to his skill. If he is doing two things at once, such as fighting with two weapons or fighting from horseback, he draws his hand from the lower of the two skills. There may be special instances in which the character gains additional cards for his hand.
Registers
A register is a moment in time when something occurs. When performing a compound action, there are multiple registers in a turn. There is no fixed limit on the number of registers in a turn. Registers are numbered sequentially, starting at register 1. Cards will be played during different registers and all actions declared during a given register happen simultaneously. It may be helpful to think of the registers as spaces in which to lay your hand:
Character 1 1 2 3 4
Character 2 1 2 3 4
In the diagram above, two characters are competing in a compound action. They declare actions lay cards in spots for each register (see below). The first register is resolved using the cards in spot #1. Then the second register and the third and so on.
Maneuvers
Each skill that uses a compound action allows the player to choose from multiple maneuvers each register. A maneuver is a specific use of a skill that provides bonuses and skill modifiers. Certain maneuvers can only be used at certain times, and a few maneuvers can be played more than once in the same register.
Combining Skills
More than one character may work together to accomplish the taske. Both characters draw their hands, but the best card from either hand may be used for the check. The GM may limit the number of characters that can work together on one task. For example, a GM may decide that it’s reasonable to have 12 people try to build a house, but only one can pick a lock at a time.
Default Use of Skills
In almost every situation a character has the option to try something, even if he’s unskilled at it. This is called a default skill check. When using a default skill the player only gets to draw one card that is then modified as normal. Certain skills such as medicine and blacksmithing are too complex to be tried without training. These are considered advanced skills and characters without that skill may not even attempt them. Advanced skills can only be gained during character creation or through learning with a teacher.
Using Multiple Skills
There will be instances in which a character is effectively trying to do two things at once, such as fighting while riding a horse. In these cases, the player draws his hand from the lower of the two skills, and uses that hand for all checks that turn.
Sunday, October 19, 2008
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