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Most actions in this system are resolved by rolling a **pool of d4s**, determined by your character’s Aspects and the situation.

Each **Aspect** provides a virtual dice pool equal to its value. Your capacity to act is limited during your turn by increasing your **🌀 Action Load** as you take actions. This Action Load typically resets to a negative value at the start of your turn.

The d4s you roll represent **effort, attention, and precision**. The more dice you spend, the more effective you are but the harder it is to keep acting.

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## Turn Structure and Action Load

At the **start of your turn**:
- Reset your **Action Load** to **0 - your Load Buffer** (with Exhaustion: **Exhaustion level - Load Buffer**)

When you take an action:

1. **Identify the relevant Aspect**  
   This depends on what you're trying to do—see the [Aspect Table](/rules/aspect-table/).

2. **Check if the action is allowed**  
   Subtract your current **Action Load** from the relevant **Aspect**.  
   - If the result is **greater than or equal to the action's Action Cost**, you may take the action.  
   - Otherwise you cannot take that action until your Load is reduced (usually at the start of your next turn).

::: wrap important

**You can take an action if (Aspect − current Action Load) ≥ the action's Action Cost.**  
This is the one "can I act?" rule everywhere in the handbook—on your turn, on other turns, for reactions, and for Team Actions. A 0-cost action can be taken whenever Aspect − Load is 0 or more.
Advantage and Disadvantage never change whether you can act—only the size of the dice pool once the action is allowed. (This keeps the gate short and matches Load-then-dice: Disadvantage can't take an action away, and Help still matters on the roll.)

:::

3. **Determine your Net Advantage**  
   Add up all sources of **Advantage** and **Disadvantage** to find your **Net Advantage** for the roll.

4. **Calculate how many d4s to roll**  
   - Start with: `Aspect – max(0, Action Load)`  
   - Add or subtract 1d4 for each point of **Net Advantage**  
   - You always roll **at least 1d4**  
   - Add any extra dice (such as a weapon's **1d8**) as required by the action

5. **Roll and resolve the action**  
   Apply the outcome based on your total roll and the action’s effect.

6. **Increase your Action Load**  
   Add the action's **Cost** (usually 1 or more) to your **Action Load**.

You can keep acting as long as your **Aspect − Action Load** is **at least the next action's Cost**.

::: wrap tip

Instead of resetting Action Load at the beginning of a creature's **turn**, an alternative is to reset *everyone's* Action Load to zero at the beginning of each **round**. This will affect when and by how much creatures (characters, NPCs, and monsters) can take reactions.

We will definitely be playtesting this idea.

:::

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## Calculating Net Advantage

### What is Advantage and Disadvantage?

**Advantage** is when something boosts your action. It might be an ability you have from a Feature, because of something in the environment, a friend assisting you, or something else.

**Disadvantage** is when something is hindering your action.

For each instance of Advantage that you have for a particular action, you can add a d4 to your Action Roll.

For each instance of Disadvantage that you have for a particular action, you subtract a d4 from your Action Roll.

Advantage and Disadvantage stack when they come from **different sources**, unlike in D&D 5e and similar systems (no rolling twice, no dropping dice). This means you can get multiple d4s added to your rolls, but it also means that you could get multiple d4s removed from your rolls.

::: wrap important

🔁 **Note:** You can only gain **Advantage** or **Disadvantage** from a single source **once per action**.  
Multiple effects from the **same ability**, feature, or condition do **not** stack.

::: wrap notice

📘 **Example:** If two allies both use the *“Watch My Back”* feature to give you Advantage on your next roll, you still only gain **+1d4**—because both effects come from the same source.

:::

:::

::: wrap info

**Advantage and Action Load:** Load only decides whether you can act and sets your base pool (Aspect − Load). Advantage and Disadvantage are applied **after** that, so extra Advantage dice never count against the Aspect − Load cap, and Disadvantage never changes your Load. If Disadvantage would take the pool below 1, you still roll **1d4** (the minimum).

:::

Before making an Aspect Check or other Aspect-based roll, but after determining if the action can be taken, calculate the **Net Advantage**. This is the number of d4s you add to or subtract from your roll.

::: wrap notice

Example: A character is trying to disable a trap so the game master has them make a Finesse Aspect Check. Their Finesse value is 4 and they already acted this turn, so their Action Load is 0 (it started at −1 from their Load Buffer of 1) - the d4 pool is 4. This trap is in a darkly lit dungeon which gives Disadvantage - the d4 pool is now 3. One of the other characters helps by holding a torch, giving Advantage - the d4 pool is now back to 4. Another character assists by peering over their shoulder and giving advice, granting another advantage - the pool is now 5. The player will roll 5d4.

:::

---

## Resolving the Dice Roll

🧮 Add all dice together and declare the total.

The GM then either:

- Subtracts the **target’s Evasion** (for attacks)  
  → The **remainder becomes damage dealt**

- Compares the total to a **Difficulty Class (DC)**  
  → The **action succeeds** if the total **meets or beats** the DC

::: wrap notice

📘 **Example:**  
Your Finesse is 6 and your Action Load is 2. You want to use a dagger (1d4 damage).  
You roll 6 − 2 = **4d4** + **1d4** (damage).  
Your total is 14. The GM subtracts the target’s Evasion (e.g. 11). The **remainder is damage dealt**.

:::

---

## Ending Your Turn

You can **end your turn at any time**, even if you have unused actions. Doing so:

- May allow you to take a **Team Action** later  
- Reserves dice for **reactions** or **interrupts**

This encourages tactical planning and collaboration.

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## Acting on Other Turns

You may act during **other players’ or enemies’ turns**, if:

- **(Aspect − current Action Load) ≥ the action's Cost**  
- The action is a valid response (e.g., reaction, counter, assist)

These actions:

- Follow the same rules as normal actions  
- Use the **current Action Load**  
- Increase the **Action Load** afterward

Since your Action Load won’t reset until your next turn, acting during another creature’s turn means you’ll have fewer dice available later.

::: wrap notice

📘 **Example:**  
A goblin attacks your ally. You have an Action Load of 1.  
You use a Team Action (cost 1) to impose Disadvantage.  
The goblin rolls its attack with disadvantage and you add 1 to your Action Load.

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::: wrap tip

📝 Unlike traditional systems, you are **not limited to one reaction per round** — act as often as your remaining dice allow. The [Aegis](/rules/domains/aegis/) (martial) and [Warding](/rules/domains/warding/) (magical) Domains are built around this, spending most of their Action Load on other players' turns.

:::

---

## Additional Notes

- If **Aspect − Action Load** is **less than the action's Cost**, you **cannot choose** to take that action.
- If the **GM calls for a roll**, you always roll at least **1d4**, even with a negative Aspect.  
  - GM-initiated rolls may or may not consider Action Load — this is up to the GM.
- Some abilities have a **Cost of 0 or 1**, enabling small actions even late in the round.
- You may take actions using **different Aspects** in the same turn.

---

::: wrap tip

✅ For a visual reference on how d4s support fast, intuitive math, see the [D4 Math Tips Sidebar](/rules/sidebar-d4-math/).

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