Differences
This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
rules:actions [2025/06/19 23:25] ā Ron Helwig | rules:actions [2025/07/10 11:03] (current) ā Ron Helwig | ||
---|---|---|---|
Line 1: | Line 1: | ||
<< rules: | << rules: | ||
+ | # š§ The Action Economy | ||
- | ====== Actions | + | This page explains how characters take **actions** during combat |
- | This page describes how characters take actions during combat and exploration, | + | --- |
- | ===== What Counts as an Action? | + | ## āļø |
- | 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: | + | |
- | 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 effort, skill, or power is an **action**. This includes: |
- | ===== Action Load Recap =====Ā | + | - š”ļø Attacking |
- | Each turn begins | + | - ⨠Casting a spell  |
+ | - š§ Performing a task (e.g., lockpicking, | ||
+ | - š Using a feature or ability that requires a roll Ā | ||
+ | - š¤ Assisting another character (see [[rules: | ||
- | Before taking an action:Ā | + | Most actions are listed on **feature cards**, **spells**, or **Domain abilities**, |
- | - Find the relevant Aspect for the action.Ā | + | |
- | - Subtract your //Action Load// from that Aspectās value.Ā | + | |
- | - If the result is greater than zero, you may take the action. | + | |
- | After taking the action:Ā | + | - The **Aspect** it uses Ā |
- | | + | - 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 | + | ## š 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 | Attacks, spells, powerful feats |Ā | + | (This may be modified by conditions like [[rules: |
- | | **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 | + | |
- | * **Interrupts** granted by Domain featuresĀ | + | |
- | * **Defensive reactions**, | + | |
- | These follow | + | 1. Identify |
- | - Subtract | + | 2. Subtract |
- | - If the result is above zero, the action | + | 3. If the result is **greater than or equal to the Action Cost**, you may take the action |
- | - Add the actionās cost to your //Action Load// afterward. | + | 4. Perform |
- | ===== Ending Your Turn =====Ā | + | Repeat as long as your current Aspect values |
- | You can choose to end your turn at any time. Unused actions donāt 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 | + | ## šļø 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: | + | | š Type | ā±ļø Typical Cost | š Examples |
- | * [[rules: | + | |------------|------------------|-------------------------------------|Ā |
- | * [[rules: | + | | **Major** |
+ | | **Minor** | ||
+ | | **Free** | ||
+ | Ā | ||
+ | Some cards may also have **non-Load costs**, such as marking a Stress point. | ||
+ | These will be explained on the card or feature.Ā | ||
+ | Ā | ||
+ | ---Ā | ||
+ | Ā | ||
+ | ## š Acting | ||
+ | Ā | ||
+ | You may act **outside your turn** if:Ā | ||
+ | Ā | ||
+ | - You have remaining dice in the relevant **Aspect** | ||
+ | - 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 actionās cost to your **Action Load**Ā | ||
+ | Ā | ||
+ | <WRAP tip>Ā | ||
+ | š **Tip:** Unlike in D&D, youāre **not limited to one reaction per round**. | ||
+ | Act as often as your remaining Aspect capacity allows.Ā | ||
+ | </ | ||
+ | Ā | ||
+ | ---Ā | ||
+ | Ā | ||
+ | ## ā¹ļø Ending Your TurnĀ | ||
+ | Ā | ||
+ | You may end your turn **at any time**, even if you still have actions | ||
+ | Ā | ||
+ | Why end early?Ā | ||
+ | Ā | ||
+ | - š”ļø Save capacity for **interrupts** or **reactions** | ||
+ | - š¤ Be ready for **Team Actions** | ||
+ | - š§ Plan for combos on your next turn when Load resetsĀ | ||
+ | Ā | ||
+ | ---Ā | ||
+ | Ā | ||
+ | ## ā” Gaining More ActionsĀ | ||
+ | Ā | ||
+ | Some features | ||
+ | Ā | ||
+ | - š **Ignore Action Load** under specific conditions | ||
+ | - š° **Reduce** an actionās cost Ā | ||
+ | - š 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 | ||
+ | ## š§ Tactical PlanningĀ | ||
+ | Ā | ||
+ | Managing your Action Load is a major part of tactical play.Ā | ||
+ | Ā | ||
+ | You might:Ā | ||
+ | Ā | ||
+ | - š” Use low-cost actions to stay mobile or responsive | ||
+ | - š”ļø Hold back for critical defensive moves Ā | ||
+ | - šÆ Delay part of your plan until the next round resets your Load Ā | ||
+ | Ā | ||
+ | <WRAP tip>Ā | ||
+ | š **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.Ā | ||
+ | </ | ||
+ | Ā | ||
+ | ---Ā | ||
+ | Ā | ||
+ | ## š Reference LinksĀ | ||
+ | Ā | ||
+ | - š² [[rules: | ||
+ | - 𧬠[[rules: | ||
+ | - āļø | ||
+ | - š¤ [[rules: | ||