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rules:actions [2025/07/02 19:05] – Ron Helwig | rules:actions [2025/07/10 11:03] (current) – Ron Helwig | ||
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<< rules: | << rules: | ||
- | # 🧭 Actions & the Action Economy | + | # 🧭 The Action Economy |
This page explains how characters take **actions** during combat and exploration, | This page explains how characters take **actions** during combat and exploration, | ||
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- 🤝 Assisting another character (see [[rules: | - 🤝 Assisting another character (see [[rules: | ||
- | Most actions | + | Most actions |
- | - The **Aspect** it uses | + | - The **Aspect** it uses |
- Its **Action Cost** (usually 1 or more) | - Its **Action Cost** (usually 1 or more) | ||
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## 🌀 Action Load Recap | ## 🌀 Action Load Recap | ||
- | At the **start of your turn**, set your **Action Load** to **0**. | + | At the **start of your turn**, set your **Action Load** to **0 - Action Point Bonus**. |
- | (This may be modified by conditions like [[rules: | + | (This may be modified by conditions like [[rules: |
When you take an action: | When you take an action: | ||
- | 1. Identify the **Aspect** tied to the action. | + | 1. Identify the **Aspect** tied to the action |
- | 2. Subtract your **Action Load** from that Aspect’s value. | + | 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. | + | 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**. | + | 4. Perform the action and **add its Cost** to your Action Load |
- | Repeat as long as at least one Aspect | + | Repeat as long as your current |
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| 🔖 Type | ⏱️ Typical Cost | 📝 Examples | | 🔖 Type | ⏱️ Typical Cost | 📝 Examples | ||
|------------|------------------|-------------------------------------| | |------------|------------------|-------------------------------------| | ||
- | | **Major** | + | | **Major** |
| **Minor** | | **Minor** | ||
| **Free** | | **Free** | ||
- | Some cards may specify a cost other than Action | + | Some cards may also have **non-Load costs**, such as marking a Stress |
+ | These will be explained on the card or feature. | ||
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## 🔁 Acting on Other Turns | ## 🔁 Acting on Other Turns | ||
- | You may act **outside your own turn** if you have remaining dice in the relevant Aspect. | + | You may act **outside your turn** if: |
- | Common cases include: | + | - You have remaining dice in the relevant **Aspect** |
+ | - The action is valid in context (e.g., a counter, a parry, or aid) | ||
- | - 🛡️ **Defensive Reactions** (e.g., parry, shield) | + | These use the same rules: |
- | - ⚔️ **Interrupts** from Domain abilities | + | |
- | - 🤝 **Team Actions** to support allies | + | |
- | + | ||
- | These follow | + | |
- Subtract current **Action Load** from the Aspect value | - Subtract current **Action Load** from the Aspect value | ||
- | - If result | + | - If the result |
- Add the action’s cost to your **Action Load** | - Add the action’s cost to your **Action Load** | ||
- | | + | <WRAP tip> |
- | > 📝 Unlike D&D, you're **not limited to one reaction per round** | + | 📝 **Tip: |
+ | Act as often as your remaining Aspect | ||
+ | </ | ||
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## ⏹️ Ending Your Turn | ## ⏹️ Ending Your Turn | ||
- | You can end your turn **at any time**, even if you still have available | + | You may end your turn **at any time**, even if you still have actions |
Why end early? | Why end early? | ||
- | - Reserve | + | - 🛡️ Save capacity for **interrupts** or **reactions** |
- | - Allow for **Team Actions** | + | - 🤝 Be ready for **Team Actions** |
- | - Conserve dice for later turns or combos | + | - 🧠 Plan for combos |
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## ⚡ Gaining More Actions | ## ⚡ Gaining More Actions | ||
- | Some Domain | + | Some features |
- | - Let you **ignore | + | - 🌀 **Ignore |
- | - Reduce | + | - 💰 **Reduce** an action’s cost |
- | - Provide **free follow-up | + | - 🔁 Provide **free follow-up** or **combo |
- | These effects will be **explicitly | + | Each of these is written |
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## 🧠 Tactical Planning | ## 🧠 Tactical Planning | ||
- | Managing your Action Load is a **core tactical element** | + | Managing your Action Load is a major part of tactical play. |
- | You might want to: | + | You might: |
- | - 💡 Use low-cost actions to stay flexible | + | - 💡 Use low-cost actions to stay mobile or responsive |
- | - 🛡️ Hold back for key interrupts or reactions | + | - 🛡️ Hold back for critical defensive moves |
- | - 🧨 Set up a big combo on your next turn when Load resets | + | - 🎯 Delay part of your plan until the next round resets |
- | Smart pacing can mean the difference between survival | + | <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. | ||
+ | </ | ||
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