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rules:actions [2025/06/19 23:25] – 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 and 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 your Action Load being larger than all the Aspect values of any actions you might take.+---
  
-===== 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