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rules:actions [2025/06/18 23:40] – Ron Helwigrules:actions [2025/07/10 11:03] (current) – Ron Helwig
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 << rules:initiative ^ rules:start ^ rules:combat >> << rules:initiative ^ rules:start ^ rules:combat >>
 +# 🧭 The Action Economy
  
-====== Actions & the Action Economy ======+This page explains how characters take **actions** during combat and exploration, and how the **šŸŒ€ Action Load** system regulates pacing and decision-making.
  
-This page describes how characters take actions during combat and exploration, and how the Action Load system regulates the pace and limits of what a character can do.+---
  
-===== What Counts as an Action? =====Ā +## āš™ļø What Counts as an Action?
-Any significant use of effort or skill counts as an **action**. This includes:Ā +
-  * Attacking with a weapon or unarmed strikeĀ +
-  * Casting a spellĀ +
-  * Performing a skill-based task (e.g., picking a lock, climbing a wall)Ā +
-  * Using a feature or ability that requires a rollĀ +
-  * Assisting another character (see [[rules:team_actions]])+
  
-Most actions will be listed on **feature cards**spells, or abilities gained from your Domains. Each will indicate the **Aspect** it uses and its **Action Cost** (usually 1).+Any meaningful use of effortskill, or power is an **action**. This includes:
  
-===== Action Load Recap =====Ā +- šŸ—”ļø Attacking with a weapon or unarmed strike  Ā 
-Each turn begins with your //Action Load// set to zero.+- ✨ Casting a spell  Ā 
 +- šŸ§— Performing a task (e.g., lockpicking, climbing)  Ā 
 +- šŸƒ Using a feature or ability that requires a roll  Ā 
 +- šŸ¤ Assisting another character (see [[rules:team_actions|Team Actions]])
  
-Before taking an action:Ā +Most actions are listed on **feature cards****spells**, or **Domain abilities**, each of which states:
-  - Find the relevant Aspect for the action.Ā +
-  - Subtract your //Action Load// from that Aspect’s value.Ā +
-  - If the result is greater than zeroyou may take the action.+
  
-After taking the action:Ā +- The **Aspect** it uses  Ā 
-  Add the action’s **cost** (usually 1) to your //Action Load//.+Its **Action Cost** (usually 1 or more)
  
-This continues until you choose to end your turn, or can no longer take actions due to insufficient Aspect values.+---
  
-===== Types of Actions =====Ā +## šŸŒ€ Action Load Recap
-Just like in traditional RPGs, actions fall into a few broad categories. These are not hard limits, but help players and GMs understand pacing and balance.+
  
-^ Type ^ Typical Cost ^ Examples ^Ā +At the **start of your turn**, set your **Action Load** to **0 - Action Point Bonus** Ā 
-**Major** | 1 or more | Attacksspells, powerful feats |Ā +(This may be modified by conditions like [[rules:conditions|Exhaustion]].)
-**Minor** | 0 or 1     | Quick abilities, utility spells, shouts |Ā +
-**Free**  | 0          | Speaking briefly, dropping an item |+
  
-===== Reaction-like Actions =====Ā +When you take an action:
-Players may also take actions **outside of their turn**, such as:Ā +
-  * **Team Actions** to assist an allyĀ +
-  * **Interrupts** granted by Domain featuresĀ +
-  * **Defensive reactions**, such as a magical shield or parry+
  
-These follow the same rules:Ā +1. Identify the **Aspect** tied to the action  Ā 
-  Subtract current //Action Load// from the Aspect.Ā +2. Subtract your **Action Load** from the Aspect’s value  Ā 
-  If the result is above zero, the action may be taken.Ā +3. If the result is **greater than or equal to the Action Cost**you may take the action  Ā 
-  - Add the action’s cost to your //Action Load// afterward.+4. Perform the action and **add its Cost** to your Action Load  
  
-===== Ending Your Turn =====Ā +Repeat as long as your current Aspect values allow it.
-You can choose to end your turn at any time. Unused actions don’t carry over, but lower Action Load may allow for more flexibility in responding during other turns.+
  
-===== Gaining More Actions =====Ā +---
-Certain Domain features may allow a character to:Ā +
-  * Ignore Action Load under certain conditionsĀ +
-  * Reduce the cost of specific actionsĀ +
-  * Gain free or low-cost follow-up actions+
  
-===== Planning Ahead =====Ā +## šŸ—‚ļø Types of Actions
-Managing your //Action Load// is a key part of strategy. You may want to:Ā +
-  * Leave capacity to defend yourselfĀ +
-  * Use a low-cost action to free up later opportunitiesĀ +
-  * Delay a powerful combo until your Aspect refreshes on your next turn+
  
-===== Reference =====Ā +Just like other RPGs, actions come in several forms:Ā 
-For the rules on how to roll actions and calculate effects, see:Ā +Ā 
-  * [[rules:dice_pool]] — how many dice to rollĀ +| šŸ”– Type     | ā±ļø Typical Cost | šŸ“ Examples                          |Ā 
-  [[rules:checks]] — how to resolve skill useĀ +|------------|------------------|-------------------------------------|Ā 
-  [[rules:combat]] — how to apply the results of attacks+| **Major**  | 2 or more        | Attacks, big spells, special moves  |Ā 
 +| **Minor**  | 0 or 1           | Utility effects, simple spells      |Ā 
 +| **Free**   | 0                | Speaking briefly, dropping an item  |Ā 
 +Ā 
 +Some cards may also have **non-Load costs**, such as marking a Stress point.  Ā 
 +These will be explained on the card or feature.Ā 
 +Ā 
 +---Ā 
 +Ā 
 +## šŸ” Acting on Other TurnsĀ 
 +Ā 
 +You may act **outside your turn** if:Ā 
 +Ā 
 +- You have remaining dice in the relevant **Aspect**  Ā 
 +- The action is valid in context (e.g., a counter, a parry, or aid)Ā 
 +Ā 
 +These use the same rules:Ā 
 +Ā 
 +- Subtract current **Action Load** from the Aspect value  Ā 
 +- If the result is greater than zero, you can act  Ā 
 +- Add the action’s cost to your **Action Load**Ā 
 +Ā 
 +<WRAP tip>Ā 
 +šŸ“ **Tip:** Unlike in D&D, you’re **not limited to one reaction per round**.  Ā 
 +Act as often as your remaining Aspect capacity allows.Ā 
 +</WRAP>Ā 
 +Ā 
 +---Ā 
 +Ā 
 +## ā¹ļø Ending Your TurnĀ 
 +Ā 
 +You may end your turn **at any time**, even if you still have actions left.Ā 
 +Ā 
 +Why end early?Ā 
 +Ā 
 +- šŸ›”ļø Save capacity for **interrupts** or **reactions**  Ā 
 +- šŸ¤ Be ready for **Team Actions**  Ā 
 +- 🧠 Plan for combos on your next turn when Load resetsĀ 
 +Ā 
 +---Ā 
 +Ā 
 +## ⚔ Gaining More ActionsĀ 
 +Ā 
 +Some features and Domains may:Ā 
 +Ā 
 +- šŸŒ€ **Ignore Action Load** under specific conditions  Ā 
 +- šŸ’° **Reduce** an action’s cost  Ā 
 +- šŸ” Provide **free follow-up** or **combo actions**Ā 
 +Ā 
 +Each of these is written clearly on the card or rule it comes from.Ā 
 +Ā 
 +---Ā 
 +Ā 
 +## 🧠 Tactical PlanningĀ 
 +Ā 
 +Managing your Action Load is a major part of tactical play.Ā 
 +Ā 
 +You might:Ā 
 +Ā 
 +- šŸ’” Use low-cost actions to stay mobile or responsive  Ā 
 +- šŸ›”ļø Hold back for critical defensive moves  Ā 
 +- šŸŽÆ Delay part of your plan until the next round resets your Load  Ā 
 +Ā 
 +<WRAP tip>Ā 
 +šŸ”Ž **Tip:** Consider your whole round and likely enemy actions when choosing how much to commit.  Ā 
 +Sometimes, doing less this turn lets you do more later.Ā 
 +</WRAP>Ā 
 +Ā 
 +---Ā 
 +Ā 
 +## šŸ“š Reference LinksĀ 
 +Ā 
 +- šŸŽ² [[rules:dice_pool|D4 Dice Pool]] — How dice and Action Load work  Ā 
 +- 🧬 [[rules:checks|Aspect Checks]] — Making skill-based rolls  Ā 
 +- āš”ļø [[rules:combat|Combat Resolution]] — Applying damage and effects  Ā 
 +- šŸ¤ [[rules:team_actions|Team Actions]] — Cooperative combat support