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rules:actions [2025/06/22 19:07] – Ron Helwig | rules:actions [2025/07/10 11:03] (current) – Ron Helwig | ||
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+ | # 🧭 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? | + | ## ⚙️ |
- | Any significant | + | Any meaningful |
- | - Attacking with a weapon or unarmed strike | + | - 🗡️ |
- | - Casting a spell | + | - ✨ Casting a spell |
- | - Performing a skill-based | + | - 🧗 Performing a task (e.g., |
- | - Using a feature or ability that requires a roll | + | - 🃏 Using a feature or ability that requires a roll |
- | - Assisting another character (see [Team Actions](./ | + | - 🤝 Assisting another character (see [[rules: |
- | Most actions | + | Most actions |
- | ## Action | + | - The **Aspect** it uses |
+ | - Its **Action | ||
- | Each turn begins with your **Action Load** set to zero. | + | --- |
- | When you want to take an action: | + | ## 🌀 Action Load Recap |
- | 1. Find the **Aspect** tied to the action. | + | At the **start of your turn**, set your **Action Load** to **0 - Action |
- | 2. Subtract | + | (This may be modified by conditions like [[rules: |
- | 3. If the result is greater than zero, you may take the action. | + | |
- | 4. After performing the action, add its **cost** (usually 1) to your **Action | + | |
- | This continues until: | + | When you take an action: |
- | - You choose | + | 1. Identify the **Aspect** tied to the action |
- | - No eligible | + | 2. Subtract |
+ | 3. If the result is **greater than or equal to the Action | ||
+ | 4. Perform the action and **add its Cost** to your Action Load | ||
- | ## Types of Actions | + | Repeat as long as your current Aspect values allow it. |
- | Like in traditional RPGs, actions fall into a few categories to help guide pacing: | + | --- |
- | | Type | Typical Cost | Examples | + | ## 🗂️ Types of Actions |
- | |----------|--------------|-----------------------------------| | + | |
- | | **Major** | 1 or more | Attacks, spells, powerful feats | | + | |
- | | **Minor** | 0 or 1 | Utility spells, fast abilities | + | |
- | | **Free** | + | |
- | ## Reaction-like Actions | + | Just like other RPGs, actions come in several forms: |
- | Players can take actions | + | | 🔖 Type | ⏱️ Typical Cost | 📝 Examples |
+ | |------------|------------------|-------------------------------------| | ||
+ | | **Major** | 2 or more | Attacks, big spells, special moves | | ||
+ | | **Minor** | ||
+ | | **Free** | ||
- | - **Team Actions** to assist allies | + | Some cards may also have **non-Load costs**, such as marking a Stress point. |
- | - **Interrupts** from Domain features | + | These will be explained on the card or feature. |
- | - **Defensive reactions** (e.g., parry, magical shield) | + | |
- | These follow the same rules: | + | --- |
- | - Subtract your **Action Load** from the relevant Aspect | + | ## 🔁 Acting on Other Turns |
- | - If result > 0, take the action | + | |
- | - Add the action’s **cost** to your **Action Load** | + | |
- | ## Ending Your Turn | + | You may act **outside your turn** if: |
- | You may end your turn **at any time**, even with actions left. | + | - You have remaining dice in the relevant |
- | This allows you to: | + | - The action is valid in context (e.g., a counter, a parry, or aid) |
- | - Conserve Action Load | + | These use the same rules: |
- | - Prepare for a reaction or team move | + | |
- | - Control your pacing | + | |
- | ## Gaining More Actions | + | - 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** | ||
- | Some Domain features or abilities might let you: | + | <WRAP tip> |
+ | 📝 **Tip:** Unlike in D&D, you’re **not limited to one reaction per round**. | ||
+ | Act as often as your remaining Aspect capacity allows. | ||
+ | </ | ||
- | - Ignore Action Load in specific cases | + | --- |
- | - Reduce action cost | + | |
- | - Take follow-up actions for free | + | |
- | These exceptions are clearly written on the relevant features or cards. | + | ## ⏹️ Ending Your Turn |
- | ## Planning Ahead | + | You may end your turn **at any time**, even if you still have actions left. |
- | Managing your **Action Load** is a major tactical choice. You may wish to: | + | Why end early? |
- | - Leave capacity | + | - 🛡️ Save capacity |
- | - Use a light action to stay flexible | + | - 🤝 Be ready for **Team Actions** |
- | - Delay combos | + | - 🧠 Plan for combos |
- | ## Reference | + | --- |
- | - [D4 Dice Pool](./ | + | ## ⚡ Gaining More Actions |
- | - [Aspect Checks](./ | + | |
- | - [Combat](./ | + | Some features and Domains may: |
+ | |||
+ | - 🌀 **Ignore Action Load** under specific conditions | ||
+ | - 💰 **Reduce** an action’s cost | ||
+ | - 🔁 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: | ||
+ | |||
+ | - 💡 Use low-cost actions to stay mobile or responsive | ||
+ | - 🛡️ Hold back for critical defensive moves | ||
+ | - 🎯 Delay part of your plan until the next round resets your Load | ||
+ | |||
+ | <WRAP tip> | ||
+ | 🔎 **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. | ||
+ | </ | ||
+ | |||
+ | --- | ||
+ | |||
+ | ## 📚 Reference Links | ||
+ | |||
+ | - 🎲 [[rules: | ||
+ | - 🧬 [[rules: | ||
+ | - ⚔️ | ||
+ | - 🤝 [[rules: | ||