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| rules:actions [2025/06/18 23:40] ā Ron Helwig | rules:actions [2025/07/10 11:03] (current) ā Ron Helwig | ||
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| + | # š§ The Action Economy | ||
| - | ====== Actions & the Action | + | This page explains how characters take **actions** during combat and exploration, |
| - | This page describes how characters take actions during combat and exploration, | + | --- |
| - | ===== What Counts as an Action? | + | ## āļø |
| - | Any significant use of effort or skill counts as an **action**. This includes:Ā | + | |
| - | * Attacking with a weapon or unarmed strikeĀ | + | |
| - | * Casting a spellĀ | + | |
| - | * Performing a skill-based task (e.g., picking a lock, climbing a wall)Ā | + | |
| - | * Using a feature or ability that requires a rollĀ | + | |
| - | * Assisting another character (see [[rules: | + | |
| - | Most actions will be listed on **feature cards**, spells, or abilities gained from your Domains. Each will indicate the **Aspect** it uses and its **Action Cost** (usually 1). | + | Any meaningful use of effort, skill, or power is an **action**. This includes: |
| - | ===== Action Load Recap =====Ā | + | - š”ļø Attacking |
| - | Each turn begins | + | - ⨠Casting a spell  |
| + | - š§ Performing a task (e.g., lockpicking, | ||
| + | - š Using a feature or ability that requires a roll Ā | ||
| + | - š¤ Assisting another character (see [[rules: | ||
| - | Before taking an action:Ā | + | Most actions are listed on **feature cards**, **spells**, or **Domain abilities**, |
| - | - Find the relevant Aspect for the action.Ā | + | |
| - | - Subtract your //Action Load// from that Aspectās value.Ā | + | |
| - | - If the result is greater than zero, you may take the action. | + | |
| - | After taking the action:Ā | + | - The **Aspect** it uses Ā |
| - | | + | - Its **Action Cost** (usually 1 or more) |
| - | This continues until you choose to end your turn, or can no longer take actions due to insufficient Aspect values. | + | --- |
| - | ===== Types of Actions =====Ā | + | ## š Action Load Recap |
| - | Just like in traditional RPGs, actions fall into a few broad categories. These are not hard limits, but help players and GMs understand pacing and balance. | + | |
| - | ^ Type ^ Typical Cost ^ Examples ^Ā | + | At the **start of your turn**, set your **Action Load** to **0 - Action Point Bonus**. Ā |
| - | | **Major** | 1 or more | Attacks, spells, powerful feats |Ā | + | (This may be modified by conditions like [[rules: |
| - | | **Minor** | 0 or 1 | Quick abilities, utility spells, shouts |Ā | + | |
| - | | **Free** | 0 | Speaking briefly, dropping an item | | + | |
| - | ===== Reaction-like Actions =====Ā | + | When you take an action: |
| - | Players may also take actions **outside of their turn**, such as:Ā | + | |
| - | * **Team Actions** to assist | + | |
| - | * **Interrupts** granted by Domain featuresĀ | + | |
| - | * **Defensive reactions**, | + | |
| - | These follow | + | 1. Identify |
| - | - Subtract | + | 2. Subtract |
| - | - If the result is above zero, the action | + | 3. If the result is **greater than or equal to the Action Cost**, you may take the action |
| - | - Add the actionās cost to your //Action Load// afterward. | + | 4. Perform |
| - | ===== Ending Your Turn =====Ā | + | Repeat as long as your current Aspect values |
| - | You can choose to end your turn at any time. Unused actions donāt carry over, but lower Action Load may allow for more flexibility in responding during other turns. | + | |
| - | ===== Gaining More Actions =====Ā | + | --- |
| - | Certain Domain features may allow a character to:Ā | + | |
| - | * Ignore Action Load under certain conditionsĀ | + | |
| - | * Reduce the cost of specific actionsĀ | + | |
| - | * Gain free or low-cost follow-up actions | + | |
| - | ===== Planning Ahead =====Ā | + | ## šļø Types of Actions |
| - | Managing your //Action Load// is a key part of strategy. You may want to:Ā | + | |
| - | * Leave capacity to defend yourselfĀ | + | |
| - | * Use a low-cost action to free up later opportunitiesĀ | + | |
| - | * Delay a powerful combo until your Aspect refreshes on your next turn | + | |
| - | ===== Reference =====Ā | + | Just like other RPGs, actions come in several forms:Ā |
| - | For the rules on how to roll actions and calculate effects, see:Ā | + | Ā |
| - | * [[rules: | + | | š Type | ā±ļø Typical Cost | š Examples |
| - | * [[rules: | + | |------------|------------------|-------------------------------------|Ā |
| - | * [[rules: | + | | **Major** |
| + | | **Minor** | ||
| + | | **Free** | ||
| + | Ā | ||
| + | Some cards may also have **non-Load costs**, such as marking a Stress point. | ||
| + | These will be explained on the card or feature.Ā | ||
| + | Ā | ||
| + | ---Ā | ||
| + | Ā | ||
| + | ## š Acting | ||
| + | Ā | ||
| + | You may act **outside your turn** if:Ā | ||
| + | Ā | ||
| + | - You have remaining dice in the relevant **Aspect** | ||
| + | - The action is valid in context (e.g., a counter, a parry, or aid)Ā | ||
| + | Ā | ||
| + | These use the same rules:Ā | ||
| + | Ā | ||
| + | - Subtract current **Action Load** from the Aspect value Ā | ||
| + | - If the result is greater than zero, you can act Ā | ||
| + | - Add the actionās cost to your **Action Load**Ā | ||
| + | Ā | ||
| + | <WRAP tip>Ā | ||
| + | š **Tip:** Unlike in D&D, youāre **not limited to one reaction per round**. | ||
| + | Act as often as your remaining Aspect capacity allows.Ā | ||
| + | </ | ||
| + | Ā | ||
| + | ---Ā | ||
| + | Ā | ||
| + | ## ā¹ļø Ending Your TurnĀ | ||
| + | Ā | ||
| + | You may end your turn **at any time**, even if you still have actions | ||
| + | Ā | ||
| + | Why end early?Ā | ||
| + | Ā | ||
| + | - š”ļø Save capacity for **interrupts** or **reactions** | ||
| + | - š¤ Be ready for **Team Actions** | ||
| + | - š§ Plan for combos on your next turn when Load resetsĀ | ||
| + | Ā | ||
| + | ---Ā | ||
| + | Ā | ||
| + | ## ā” Gaining More ActionsĀ | ||
| + | Ā | ||
| + | Some features | ||
| + | Ā | ||
| + | - š **Ignore Action Load** under specific conditions | ||
| + | - š° **Reduce** an actionās cost Ā | ||
| + | - š Provide **free follow-up** or **combo actions**Ā | ||
| + | Ā | ||
| + | Each of these is written clearly on the card or rule it comes from.Ā | ||
| + | Ā | ||
| + | ---Ā | ||
| + | Ā | ||
| + | ## š§ Tactical PlanningĀ | ||
| + | Ā | ||
| + | Managing your Action Load is a major part of tactical play.Ā | ||
| + | Ā | ||
| + | You might:Ā | ||
| + | Ā | ||
| + | - š” Use low-cost actions to stay mobile or responsive | ||
| + | - š”ļø Hold back for critical defensive moves Ā | ||
| + | - šÆ Delay part of your plan until the next round resets your Load Ā | ||
| + | Ā | ||
| + | <WRAP tip>Ā | ||
| + | š **Tip:** Consider your whole round and likely enemy actions when choosing how much to commit. | ||
| + | Sometimes, doing less this turn lets you do more later.Ā | ||
| + | </ | ||
| + | Ā | ||
| + | ---Ā | ||
| + | Ā | ||
| + | ## š Reference LinksĀ | ||
| + | Ā | ||
| + | - š² [[rules: | ||
| + | - 𧬠[[rules: | ||
| + | - āļø | ||
| + | - š¤ [[rules: | ||
