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.
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 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)
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 Exhaustion.)
When you take an action:
- Identify the Aspect tied to the action
- Subtract your Action Load from the Aspectβs value
- If the result is greater than or equal to the Action Cost, you may take the action
- Perform the action and add its Cost to your Action Load
Repeat as long as your current Aspect values allow it.
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.
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.
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
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.
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.
π Reference Links
- π² D4 Dice Pool β How dice and Action Load work
- 𧬠Aspect Checks β Making skill-based rolls
- βοΈ Combat Resolution β Applying damage and effects
- π€ Team Actions β Cooperative combat support