My RPG

A rules-light tabletop RPG by Ron Helwig

Reactions & Off-Turn Actions

Sometimes the right moment to act is someone else’s turn: a shield raised as the axe falls, a ward that flares as a spell lands, a dash to a friend’s side. These are Reactions (and other off-turn actions).

MyRPG uses one economy for all of them: Action Load.


The Core Rule

  • A Reaction costs Action Load, exactly like an action on your turn.
  • Use the one “can I act?” rule: you can take a Reaction if (Aspect − current Action Load) ≥ its Action Cost (see Dice Pool).
  • Action Load you spend off-turn is still spent—choosing to react now means less to do later in the round.
  • There are no free, unlimited Reactions. If a Feature says “once per round” or “costs 0,” that is the Feature’s exception, written on its card.

💡 Holding Action Load back on your turn is a real choice. A character who spends little on their own turn has more room to protect friends on everyone else’s.


🃏 Reactive Feature Cards

Every Feature Card tagged Reactive lists:

  • Its trigger (“When an ally within 5 feet is targeted…”)
  • Its Action Load cost
  • Any once per round / scene limit

Your limit is simply what you can afford in Action Load. Domains never add a separate reaction-count cap. Reactive cards are marked ⚡ in their heading.

Reaction Attacks

A reaction attack is any attack you make on someone else’s turn. There are no automatic “attacks of opportunity”: moving away from an enemy is safe unless that enemy has a Feature or spell that gives them a trigger. This keeps movement simple for most tables—nobody has to track who is threatening whom. Domains and spells that want to feel “sticky” opt in instead.

Common triggers:

  • Leaving reach: Punish Withdrawal (Weapon Master), Challenge Step (Aegis), No Retreat (Fury), Parting Shot (Warden), Companion Snap (Beastbond), Rail Guard (Seafarer), Stinging Aside (Skald), Thorn Lash (Warding)
  • Reaction cantrips: Parting Spark (Arcane), Chastening Light (Divine), Snapping Vine (Nature; the same cantrip cast as a Reaction)
  • A miss: Opening Strike (Aegis and Weapon Master) triggers when an enemy in your reach misses someone—not on movement.
  • Stronger punishers: Forced Exposure (Skirmish) can also stop the mover, and Zone Denial (Aegis) punishes movement anywhere within your reach.

Every reaction attack still costs Action Load as normal; you can make one only if your Aspect − Load ≥ the cost. When a Feature says you move “without provoking reaction attacks”, none of these triggers can fire on that movement.


Converting Other Resources

Some Features let you trade a different resource for Action Load relief. These conversions are always written on the Feature that allows them. Examples:

  • “You may mark 1 Stress to reduce the Action Load cost of Opening Strike by 1.”
  • “Once per scene, Reinforce costs 0 Action Load.”

Conversions only apply to the Feature that names them. You cannot mark Stress to lower Action Load in general unless a Feature says so (for example Fury’s Frenzy).


Reaction Domains

Two Domains are built around acting on other people’s turns:

  • Aegis — martial responses: shield walls, interposing, striking at openings
  • Warding — magical responses: reinforcing allies’ spells, barrier shells, counterpulses

Characters in these Domains can still act normally on their turn. Their Base Cards simply reward keeping Action Load in reserve.

⚖️ GM tip: If reactions start making every attack miss, use enemies with feints, multiple attacks, or area effects. Pressure on Action Load is the natural counter.