<< rules:core_stats ^ rules:start ^ rules:sidebar_d4_math >> # 🎲 Taking Actions with the D4 Dice Pool 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. --- ## ⚙️ Turn Structure and Action Load At the **start of your turn**: - Reset your **Action Load** to **0 - your Action Point Bonus** 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 0**, you may take the action. - If the result is **0 or less**, you cannot take that action until your Load is reduced. 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** remains **greater than zero** and meets the action’s cost. 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. --- ## ⚖️ 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, unlike in D&D 5e and similar systems. 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. 🔁 **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. 📘 **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. 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. 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 their Action Load is 0 - 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 📘 **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. --- ## 🤝 Acting on Other Turns You may act during **other players’ or enemies’ turns**, if: - You have remaining dice in a relevant Aspect - 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. 📘 **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. 📝 Unlike traditional systems, you are **not limited to one reaction per round** — act as often as your remaining dice allow. --- ## 📝 Additional Notes - If **Aspect − Action Load ≤ 0**, you **cannot choose** to act using that Aspect. - 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. --- ✅ For a visual reference on how d4s support fast, intuitive math, see the [[rules:sidebar_d4_math|D4 Math Tips Sidebar]].