Differences

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

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
rules:actions [2025/06/22 19:07] 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
  
-# Actions and the Action Economy+This page explains how characters take **actions** during combat and exploration, and how the **🌀 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?+## ⚙️ What Counts as an Action?
  
-Any significant use of effort or skill counts as an **action**. This includes:+Any meaningful use of effortskill, or power is an **action**. This includes:
  
-- Attacking with a weapon or unarmed strike   +🗡️ Attacking with a weapon or unarmed strike   
-- Casting a spell   +✨ Casting a spell   
-- Performing a skill-based task (e.g., picking a lock, climbing a wall)   +🧗 Performing a task (e.g., lockpicking, climbing)   
-- Using a feature or ability that requires a roll   +🃏 Using a feature or ability that requires a roll   
-- Assisting another character (see [Team Actions](./team_actions))+🤝 Assisting another character (see [[rules:team_actions|Team Actions]])
  
-Most actions will be listed on **feature cards**, spells, or Domain abilities. Each will indicate the **Aspect** it uses and its **Action Cost** (usually 1).+Most actions are listed on **feature cards**, **spells**, or **Domain abilities**, each of which states:
  
-## Action Load Recap+- The **Aspect** it uses   
 +- Its **Action Cost** (usually 1 or more)
  
-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 Point Bonus**.   
-2. Subtract your **Action Load** from the Aspect’s value.   +(This may be modified by conditions like [[rules:conditions|Exhaustion]].)
-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 Load**.+
  
-This continues until:+When you take an action:
  
-- You choose to end your turn, **or** +1. Identify the **Aspect** tied to the action   
-- No eligible Aspect value exceeds your current **Action Load**+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  
  
-## 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**  | 0             | Short speech, dropping an item    |+
  
-## Reaction-like Actions+Just like other RPGs, actions come in several forms:
  
-Players can take actions **outside of their turn**, including:+| 🔖 Type     | ⏱️ Typical Cost | 📝 Examples                          | 
 +|------------|------------------|-------------------------------------| 
 +**Major**  | 2 or more        | Attacksbig spells, special moves  | 
 +| **Minor**  | 0 or 1           | Utility effects, simple spells      | 
 +| **Free**   | 0                | Speaking briefly, dropping an item  |
  
-**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 **Aspect**   
-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. 
 +</WRAP>
  
-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 to defend or react   +🛡️ Save capacity for **interrupts** or **reactions**   
-Use a light action to stay flexible   +🤝 Be ready for **Team Actions**   
-Delay combos until next turn when your load resets  +🧠 Plan for combos on your next turn when Load resets
  
-## Reference+---
  
-- [D4 Dice Pool](./dice_pool) — How many dice to roll   +## ⚡ Gaining More Actions 
-- [Aspect Checks](./checks) — Resolving skill-based actions   + 
-- [Combat](./combat) — Applying the results of attacks  +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. 
 +</WRAP> 
 + 
 +--- 
 + 
 +## 📚 Reference Links 
 + 
 +- 🎲 [[rules:dice_pool|D4 Dice Pool]— How dice and Action Load work   
 +🧬 [[rules:checks|Aspect Checks]— Making skill-based rolls   
 +⚔️ [[rules:combat|Combat Resolution]] — Applying damage and effects   
 +- 🤝 [[rules:team_actions|Team Actions]] — Cooperative combat support