Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Next revision
Previous revision
rules:actions [2025/06/18 19:38] – created Ron Helwigrules:actions [2025/07/10 11:03] (current) – Ron Helwig
Line 1: Line 1:
 << rules:initiative ^ rules:start ^ rules:combat >> << 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**
 +
 +<WRAP tip>
 +πŸ“ **Tip:** Unlike in D&D, you’re **not limited to one reaction per round**.  
 +Act as often as your remaining Aspect capacity allows.
 +</WRAP>
 +
 +---
 +
 +## ⏹️ 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  
 +
 +<WRAP tip>
 +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.
 +</WRAP>
 +
 +---
 +
 +## 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  
  
-====== Actions & the Action Economy ======