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# π§ The Action Economy
This page explains how characters take **actions** during combat and exploration, and how the **π Action Load** system regulates pacing and decision-making.
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## βοΈ What Counts as an Action?
Any meaningful use of effort, skill, or power is an **action**. This includes:
- π‘οΈ Attacking with a weapon or unarmed strike
- β¨ Casting a spell
- π§ Performing a task (e.g., lockpicking, climbing)
- π Using a feature or ability that requires a roll
- π€ Assisting another character (see [[rules:team_actions|Team Actions]])
Most actions are listed on **feature cards**, **spells**, or **Domain abilities**, each of which states:
- The **Aspect** it uses
- Its **Action Cost** (usually 1 or more)
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## π Action Load Recap
At the **start of your turn**, set your **Action Load** to **0 - Action Point Bonus**.
(This may be modified by conditions like [[rules:conditions|Exhaustion]].)
When you take an action:
1. Identify the **Aspect** tied to the action
2. Subtract your **Action Load** from the Aspectβs value
3. If the result is **greater than or equal to the Action Cost**, you may take the action
4. Perform the action and **add its Cost** to your Action Load
Repeat as long as your current Aspect values allow it.
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## ποΈ Types of Actions
Just like other RPGs, actions come in several forms:
| π Type | β±οΈ Typical Cost | π Examples |
|------------|------------------|-------------------------------------|
| **Major** | 2 or more | Attacks, big spells, special moves |
| **Minor** | 0 or 1 | Utility effects, simple spells |
| **Free** | 0 | Speaking briefly, dropping an item |
Some cards may also have **non-Load costs**, such as marking a Stress point.
These will be explained on the card or feature.
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## π Acting on Other Turns
You may act **outside your turn** if:
- You have remaining dice in the relevant **Aspect**
- The action is valid in context (e.g., a counter, a parry, or aid)
These use the same rules:
- Subtract current **Action Load** from the Aspect value
- If the result is greater than zero, you can act
- Add the actionβs cost to your **Action Load**
π **Tip:** Unlike in D&D, youβre **not limited to one reaction per round**.
Act as often as your remaining Aspect capacity allows.
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## βΉοΈ Ending Your Turn
You may end your turn **at any time**, even if you still have actions left.
Why end early?
- π‘οΈ Save capacity for **interrupts** or **reactions**
- π€ Be ready for **Team Actions**
- π§ Plan for combos on your next turn when Load resets
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## β‘ Gaining More Actions
Some features and Domains may:
- π **Ignore Action Load** under specific conditions
- π° **Reduce** an actionβs cost
- π Provide **free follow-up** or **combo actions**
Each of these is written clearly on the card or rule it comes from.
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## π§ Tactical Planning
Managing your Action Load is a major part of tactical play.
You might:
- π‘ Use low-cost actions to stay mobile or responsive
- π‘οΈ Hold back for critical defensive moves
- π― Delay part of your plan until the next round resets your Load
π **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.
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## π Reference Links
- π² [[rules:dice_pool|D4 Dice Pool]] β How dice and Action Load work
- 𧬠[[rules:checks|Aspect Checks]] β Making skill-based rolls
- βοΈ [[rules:combat|Combat Resolution]] β Applying damage and effects
- π€ [[rules:team_actions|Team Actions]] β Cooperative combat support