<< rules:initiative ^ rules:start ^ rules:combat >> # 🧭 The Action Economy This page explains how characters take **actions** during combat and exploration, and how the **πŸŒ€ Action Load** system regulates pacing and decision-making. --- ## βš™οΈ What Counts as an Action? Any meaningful use of effort, skill, or power is an **action**. This includes: - πŸ—‘οΈ Attacking with a weapon or unarmed strike - ✨ Casting a spell - πŸ§— Performing a task (e.g., lockpicking, climbing) - πŸƒ Using a feature or ability that requires a roll - 🀝 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) --- ## πŸŒ€ 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 Aspect’s 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. --- ## πŸ—‚οΈ Types of Actions Just like other RPGs, actions come in several forms: | πŸ”– Type | ⏱️ Typical Cost | πŸ“ 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. --- ## πŸ” 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 action’s cost to your **Action Load** πŸ“ **Tip:** Unlike in D&D, you’re **not limited to one reaction per round**. Act as often as your remaining Aspect capacity allows. --- ## ⏹️ Ending Your Turn You may end your turn **at any time**, even if you still have actions left. Why end early? - πŸ›‘οΈ Save capacity for **interrupts** or **reactions** - 🀝 Be ready for **Team Actions** - 🧠 Plan for combos on your next turn when Load resets --- ## ⚑ Gaining More Actions Some features and Domains may: - πŸŒ€ **Ignore Action Load** under specific conditions - πŸ’° **Reduce** an action’s cost - πŸ” Provide **free follow-up** or **combo actions** Each of these is written clearly on the card or rule it comes from. --- ## 🧠 Tactical Planning Managing your Action Load is a major part of tactical play. You might: - πŸ’‘ Use low-cost actions to stay mobile or responsive - πŸ›‘οΈ Hold back for critical defensive moves - 🎯 Delay part of your plan until the next round resets your Load πŸ”Ž **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. --- ## πŸ“š Reference Links - 🎲 [[rules:dice_pool|D4 Dice Pool]] β€” How dice and Action Load work - 🧬 [[rules:checks|Aspect Checks]] β€” Making skill-based rolls - βš”οΈ [[rules:combat|Combat Resolution]] β€” Applying damage and effects - 🀝 [[rules:team_actions|Team Actions]] β€” Cooperative combat support