Speaking of Quickdraw, would you allow a player to draw and parry on an enemy's turn?Nope, that's what quickdraw is for =)
Although, generaly if they just want to take a couple of steps I'll let them do that as a free action.
What’s consequences do you put on these failures? Or do your players just keep doing things until they fail and then move on without consequence?Yes, but I use a house rule.
I assign the actions a point value (which is kind of happening in the background of the mechanics anyway and functions like coriolis). Slow actions are 2 and fast actions are 1. You are allowed 1 slow and 1 fast or 2 fast as per normal. But you can also take addition actions with a cumulative penalty equal to the value of the additional actions. So Move (fast) Draw (fast) attack (slow -2 penalty to the roll). Once you fail a roll (no successes) your done though. No more actions.
It puts a soft cap on the game play instead of a hard cap as exists now which makes things more interesting all around. I like to tell players they can do things albeit at a cost and a risk instead of telling them no.
Free or additional actions granted from talents work as normal and do not trigger any penalties.
That's really cool! So if they fail a roll on the first action they try, they are done. They actually loose an action that way?Once you fail a roll (no successes) your done though. No more actions.