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Action Rolls

An Action Roll is a type of roll called by the table's Marshal when a character's next action either puts your character abilities into question or when the action has a potential consequence if done poorly. To begin an action roll, a player must first fill their dice pool, or as it's known in Dead West, a dice chamber.  

Dice Chambers

A dice chamber is a collection of six-sided dice, or rounds, that a player rolls to determine how well their drifter performed during the action. The number of rounds each dice chamber is determined   To fill a chamber, the Marshal will first instruct the player on the appropriate skill to use while it is up to them determine the aspect that best suites their character in the situation. Once the Marshal and player agree the aspect and skill to use, the player collects the number of six-side dice based on the proficiency level for both and rolls.  

Roll Results

To understand how well a drifter performed, the player must first tallies up the total number of 5s and 6s rolled then use this total number to determine if the action succeeds and, if so, how well. The table below shows all possible roll results:
Name (Total) Description
Miss You fail in your attempted action which comes with an difficult cost. Additionally, your Caravan gain one experience point.
Graze (1) You manage to succeed in your action, but it comes at a cost.
Hit (2) You succeed without issue in your action.
Critical Hit (3) You succeed without issue in your action and can gain an added effect or recover one point of gumption.
*A player cannot recover gumption if it was used during this action roll.
 

Gumption

A major facet that distinguishes drifters from the common folk is their gumption; their ability to improvise and/or push themselves past normal human limitations. Every drifter has a pool of six points that can be used in two way:   Altering Action Rolls. The required skill for an action roll can be altered to one of your choice as long as you’re able to describe how you use the new skill under the situation.
Impossible Feats. An action roll that normally would have no effect can be made possible by spending a point of gumption with the right skills and features. Additionally, using gumption in this way can make action possible while a drifter is unstable.  
Recovering Gumption
There are two ways to recover gumption:   A Critical Hit. Rolling a critical hit on action roll without using gumption to achieve.
Caravan's Impulse. Giving into your caravan’s impulse.