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These are some rule of thumb clauses to handle edge cases in the wording of the rules. Mostly these clauses serve to tidy up what confusion could occur.
These are some rule of thumb clauses to handle edge cases in the wording of the rules. Mostly these clauses serve to tidy up what confusion could occur.


Targeting Clause - if a role has an effect that interferes with targeting, it cannot be affected by roles that interfere with targeting. (It can, however, still have its action be manipulated with) This is to prevent headaches from both the players and the moderators.
Targeting Clause - if a role has an effect that interferes with targeting, it cannot be affected by roles that interfere with targeting. (It can, however, still have its effect and action interfered with) This is to prevent headaches from both the players and the moderators.


Dead Man Walking Clause - Kills resolve at the end of the night, meaning a kill resolving before protection will not die, killed players still act the night they die, and other effects still apply on players dying that night.
Dead Man Walking Clause - Kills resolve at the end of the night, meaning a kill resolving before protection will not die, killed players still act the night they die, and other effects still apply on players dying that night.
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An indirect or passive 'action' only has an effect. In general these are things that will conditionally resolve on other effects. These include reflexive roles, the death effect of babysitter or bodyguard.
An indirect or passive 'action' only has an effect. In general these are things that will conditionally resolve on other effects. These include reflexive roles, the death effect of babysitter or bodyguard.


There are exceptions to these general categories (for example, it may be easier to say that something doesn't resolve as an action rather than saying it is unabled to have it's action interfered with)
There are exceptions to these general categories (for example, it may be easier to say that something doesn't resolve as an action rather than saying it is unable to have it's action interfered with as well as not showing up to trackers, watchers, etc.)


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Babysitter: This is a direct action that stops the effects of any one direct killing action on the target, but if the babysitter is effected by a direct killing effect, the target will unavoidably die.
Babysitter: This is a direct action that stops the effects of any one direct killing action on the target, but if the babysitter is effected by a direct killing effect, the target will unavoidably die.


Strong-Willed: This is a passive effect that prevents you from failing or being interfered with in the targeting or action stage.


Strongman: This is a direct action that will kill your target. This action's effect and action phase cannot be interfered with or be caused to fail.
Strongman: This is a direct action that will kill your target. This action's effect and action phase cannot be interfered with or be caused to fail.


== Meaningful Modifiers ==
It is useful to have terms to define immunities to certain types of action interference in TAR. Actions can be manipulated in the following ways:
Targeting Prevention (Commuter)
Targeting Manipulation (Redirector, Bus Driver, A role causing you to target an additional player)
Action Prevention (Most forms of roleblocking)
Effect Prevention (Doctor or a role that causes you to perform a different action on your target)
Effect Manipulation (Miller, Ninja)
These modifiers are intended for use in TAR as follows, any set of immunities can be derived from two of them at most:
Aimed - Prevents the role from manipulation during the targeting stage
True- Prevents the role from manipulation during the effect stage.
Unblockable - Prevents the role being prevented during the action stage.
Ranged- Prevents the role being prevented during the targeting stage.
Piercing - Prevents the role being prevented during the effect stage.
Unstoppable- Prevents the role being prevented in the action and effect stage.
Transcendent - Prevents the role being prevented in the action and targeting stage.
Inescapable - Prevents the role being prevented in the effect and targeting stage.
Homing - Prevents the role from being interfered with in the targeting stage.
Meticulous - Prevents the role from being interfered with in the effect stage.
Immutable- Prevents the role from manipulation during the targeting and action stage.
Strong-Willed-  Prevents the role from being prevented in the or action stage or being interfered with in the targeting stage.
Surefire - Prevents the role from being prevented in the or effect stage or being manipulated in the targeting stage.
Consistent - Prevents the role from being prevented in the or action stage or being manipulated in the effect stage.
Unavoidable - Prevents the role from being prevented in the or targeting stage or being manipulated in the effect stage.
Infallible- Prevents the role from all interference in all three stages
== Differences to NAR ==
Simultaneous roleblocks are handled differently. (See: Zeus Clause)
X-Shot roles do not reduce uses on intent to use. Instead, they lose it through successfully making it through the targeting stage. Activated X-shot roles do not have the targeting stage, and therefore cannot be prevented from losing shots through any kind of interference.
Commuter is not infallible. If you ignore targeting prevention thanks to a modifier, you can act on a commuter. Likewise, with that same modifier you could act as a commuter the night you commute.
Tracker and related roles will often produce a different result if the target is blocked from their action by a rolestopper or ascetic player.


== Example Role PMS==
== Example Role PMS==

Revision as of 00:44, 25 September 2022

Type:
Author:


Triplicate Action Resolution (TAR) is an alternative to Natural Action Resolution created by MegAzumarill which seeks to provide a consistent, clear, reasonable resolution sequence. In general you can expect the two systems to be the same in most cases. The main difference in TAR is the deconstruction of each action into three different parts.

This page will have a tendency to change in order to try and keep this up to date in ruling out edge-cases and other potential problems with the system. If you plan on using this in a game, please PM MegAzumarill on the forum or put the copy of this page in your ruleset so that a potential change on this page does not unintentionally cause a rule change in the middle of a game.

Resolution in Three

Everything that happens in the night resolves in three parts. Some effects may skip one or more of these parts, but those will be covered in more detail later. These occur in the following order:

Targeting - This is determined when a player chooses who to act on. Action- This is when a player actually goes and performs their action. Effect- This is when the effect is actually applied.

If one of these fail, all of the following fail.


Golden Rule and Breakdown

The Golden Rule from NAR still applies, if one effect changes another action or part of an action, it applies before it.

When this breaks down use the following.


1. Roles interfering with targeting resolve in all parts.

2. Targeting Occurs for all other roles.

3. Roles interfering with actions resolve in all parts.

4. Actions resolve for all other roles.

5. Roles interfering with other effects resolve.

6. Other effects resolve.

7. Effects determined by other effects and actions resolve.

8. End of Night


Other Clauses

These are some rule of thumb clauses to handle edge cases in the wording of the rules. Mostly these clauses serve to tidy up what confusion could occur.

Targeting Clause - if a role has an effect that interferes with targeting, it cannot be affected by roles that interfere with targeting. (It can, however, still have its effect and action interfered with) This is to prevent headaches from both the players and the moderators.

Dead Man Walking Clause - Kills resolve at the end of the night, meaning a kill resolving before protection will not die, killed players still act the night they die, and other effects still apply on players dying that night.

Zeus Clause - If effects resolving at the same time could paradoxically cause more than one result, all causing roles fail to perform that action. (For example if two Roleblockers roleblock each other, both roleblocks fail and any other action taken by either player will succeed)


Role Implementation

Most importantly it is important how to understand how roles will interact with this so it is as clear as possible. The moderator should be clear in defining your action based on this system if they are using it.

General Action Types:

A direct action has all three of targeting, action, and effect. Most roles are direct actions. An example would be Cop, Doctor, or a factional kill.

An activation action has no target, but still has an action and effect. This would be roles such as commuter and activated versions of passive roles.

An indirect or passive 'action' only has an effect. In general these are things that will conditionally resolve on other effects. These include reflexive roles, the death effect of babysitter or bodyguard.

There are exceptions to these general categories (for example, it may be easier to say that something doesn't resolve as an action rather than saying it is unable to have it's action interfered with as well as not showing up to trackers, watchers, etc.)


Vigilante/Factional Kill: This is a direct action that will kill your target.

Roleblocker: =This is a direct action that prevents their target from taking an action. It would not stop passive actions but could stop activation actions as well as direct actions.

Rolestopper: This is a direct action that prevents the actions of all other players with the same target.

Ascetic: This is a passive effect that prevents all actions from targeting the user, unless that action is a direct killing action.

Doctor: This is a direct action that stops the effects of any one direct killing action on the target.

Commuter: This is an activated action that causes all targeting performed by or on the commuter to fail.

X-Shot: The user can only successfully target a player with this ability X times.

Visitor: This is a direct action. It has no effect.

Ninja: This is a passive effect that says that actions modified by this effect cannot be seen by investigative roles.

Tracker: This is a direct action that if that player performs a successful action, the Tracker learns that player's target.

Follower: This is a direct action that if that player performs a successful action, the Tracker learns that player's effect (from a list of categories)

Redirector: This is a direct action that causes your target to target a player of your choice.

Bus Driver: This is a special action with two targets, and two actions. It causes all players targeting one target to target the other, but only succeeds if all of the actions and targets from this role succeed.

Jailkeeper: This is a direct action that prevents their target from taking an action and prevents the effect of any one direct killing action on the target.

Macho: This is a passive effect that says if a direct killing action resolves on this player, they will unavoidably die.

Babysitter: This is a direct action that stops the effects of any one direct killing action on the target, but if the babysitter is effected by a direct killing effect, the target will unavoidably die.


Strongman: This is a direct action that will kill your target. This action's effect and action phase cannot be interfered with or be caused to fail.


Meaningful Modifiers

It is useful to have terms to define immunities to certain types of action interference in TAR. Actions can be manipulated in the following ways:

Targeting Prevention (Commuter)

Targeting Manipulation (Redirector, Bus Driver, A role causing you to target an additional player)

Action Prevention (Most forms of roleblocking)

Effect Prevention (Doctor or a role that causes you to perform a different action on your target)

Effect Manipulation (Miller, Ninja)


These modifiers are intended for use in TAR as follows, any set of immunities can be derived from two of them at most:

Aimed - Prevents the role from manipulation during the targeting stage

True- Prevents the role from manipulation during the effect stage.

Unblockable - Prevents the role being prevented during the action stage.

Ranged- Prevents the role being prevented during the targeting stage.

Piercing - Prevents the role being prevented during the effect stage.


Unstoppable- Prevents the role being prevented in the action and effect stage.

Transcendent - Prevents the role being prevented in the action and targeting stage.

Inescapable - Prevents the role being prevented in the effect and targeting stage.

Homing - Prevents the role from being interfered with in the targeting stage.

Meticulous - Prevents the role from being interfered with in the effect stage.

Immutable- Prevents the role from manipulation during the targeting and action stage.


Strong-Willed- Prevents the role from being prevented in the or action stage or being interfered with in the targeting stage.

Surefire - Prevents the role from being prevented in the or effect stage or being manipulated in the targeting stage.

Consistent - Prevents the role from being prevented in the or action stage or being manipulated in the effect stage.

Unavoidable - Prevents the role from being prevented in the or targeting stage or being manipulated in the effect stage.


Infallible- Prevents the role from all interference in all three stages



Differences to NAR

Simultaneous roleblocks are handled differently. (See: Zeus Clause)

X-Shot roles do not reduce uses on intent to use. Instead, they lose it through successfully making it through the targeting stage. Activated X-shot roles do not have the targeting stage, and therefore cannot be prevented from losing shots through any kind of interference.

Commuter is not infallible. If you ignore targeting prevention thanks to a modifier, you can act on a commuter. Likewise, with that same modifier you could act as a commuter the night you commute.

Tracker and related roles will often produce a different result if the target is blocked from their action by a rolestopper or ascetic player.

Example Role PMS

Welcome to the game, you are a Town Tracker

Each night, you may target a player. Assuming no interference to your role, you will directly act on that player, and if your target performed an action, you will learn that player's target. During the day you may vote for a player to eliminate.

You win when all threats to the town are dead.


Welcome to the game, you are a Town Two Shot Roleblocker

Each night, you may target a player. Assuming no interference to your role, you will directly act on that player, and that player's action will be prevented. During the day you may vote for a player to eliminate. You will be unable to target a player with this ability after having successfully targeted a player with this ability twice.

You win when all threats to the town are dead.


Welcome to the game, you are a Town Reflexive Doctor

Each night, you will passively prevent the effect of a direct killing action on all players who successfully performed an action on you.' During the day you may vote for a player to eliminate.

You win when all threats to the town are dead.