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This specifically relates to Werewolf: Wild West, but I’m aware that most WoD uses similar rules.

Aside from spending Rage points, the main way to perform multiple actions in Werewolf is to ‘split’ your dice pools by the number of actions you wish to take, simple.

But how do I handle actions which don’t require any rolls. For example; Moving, aiming, reloading and some Werewolf Gifts don’t have any dice-pools to split.

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up vote 7 down vote accepted

Aiming, the process of adding your perception dots to your shooting pool, is a slow process. I would not allow someone to aim if they were doing any other actions of significance. The whole point of that action is focusing yourself over multiple rounds.

Moving, in world of darkness, is free - up to a point. I don't think it's considered an action in the RAW, and so shouldn't impact this at all.

Speaking - another action that doesn't require a roll - is a thing you can do for free as well, to a point (I forget if this is RAW, or simply a house rule every ST I've ever known in twenty years has used, the amount of words you can use varies from ST to ST). Obviously you're not going to orate in a combat round, but unless your mouth is full or whatever, barking commands shouldn't interfere terribly with much, either.

Reloading - in the age of W:WW - is a fairly complex affair. There's no roll because it's simple to do, but time consuming. To hustle it up, or do it while multitasking, I'd ask for a Firearms roll, either Dex+Firearms if their actions are primarily physical in nature (reloading while brawling/dodging), or Wits+Firearms if they're reloading and the actions mostly require their focus. Maybe Strength+Firearms if their grappling and trying to load a gun (what?). In a more modern setting with detachable magazines, reloading is much easier to do under pressure and I'd make a judgement, as an ST, on a case-by-case basis.

Werewolf gifts without pools to split, it is my understanding, come under two types "simply decides to turn on or off at will" and "passively on." Smell of Man, for example, says that it's on/off at will. Things like this are simple enough that they don't need an 'action' per se, like uttering a single word, it's simply a thing a Garou can do without putting too much into it. Stuff that's passively on is also not an action, but I'm assuming you're mostly focused on the first type.

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If I ever knew you hung out here, @qoonpooka, I'd forgotten it. Nice to see you. – Jadasc Nov 28 '13 at 14:18
I didn't know about the free movement. I think when they transferred the rules across to the Wild West book they missed quite a few out (or hid them in the middle fluff paragraphs). – Macona Nov 29 '13 at 9:06

Any physical action after moving can be performed without penalties as long as the distance is equal to or less than half your maximum running distance. Taking aim is part of the roll you use to fire the weapon. Actively aiming is different, the bonus you get is based on focussing on your target for a full turn, it cannot be performed as part of a split action. Reloading can be performed as part of a split action, but there is no official roll for it. We usually use dex+firearms difficulty (6 minus firearms rating) the player can allocate as many or fee die as he wishes as per a normal split action.

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Sorry, didn't see qoonpooka's answer, was using my phone. – Bob Nov 28 '13 at 13:45

qoonpooka answer is very detailed and deals all of the specifics. But if you need a general rule, I think the right thing is to come up with rolls you should usually don't ask for each task, and then split dice.

For example, driving (in normal circunstances), reloading or calling with a cell phone are tasks simple enough, so you don't ask for a roll. But if someone tries to do all of them at the same time he will possibly fail at least one, so you make them split dice between, let's say Wits+Drive, Dexterity+Firearms and even Charisma + Expression.

Now, specifically, fast reloading is covered on all the game flavours. In Wild West (page 239), a roll of Dexterity+Firearms is required at difficulty 6. Each success loads a bullet. IMHO, difficulty 4 will be more fair. In W20 the rules are different, but since you are playing Wild West plus I think you are looking for a general guide instead of the specific, I will not paste here the text.

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