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Actions & the Action Economy

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? ===== Any significant use of effort or skill counts as an action. This includes:

  • Attacking with a weapon or unarmed strike
  • Casting a spell
  • Performing a skill-based task (e.g., picking a lock, climbing a wall)
  • Using a feature or ability that requires a roll
  • Assisting another character (see 🤝 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).

===== Action Load Recap ===== Each turn begins with your Action Load set to zero.

Before taking an action:

  • Find the relevant Aspect for the action.
  • Subtract your Action Load from that Aspect’s value.
  • If the result is greater than zero, you may take the action.

After taking the action:

  • Add the action’s cost (usually 1) to your Action Load.

This continues until you choose to end your turn, or can no longer take actions due to insufficient Aspect values.

===== Types of Actions ===== 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 Major 1 or more Attacks, spells, powerful feats Minor 0 or 1 Quick abilities, utility spells, shouts Free 0 Speaking briefly, dropping an item

===== Reaction-like Actions ===== Players may also take actions outside of their turn, such as:

  • Team Actions to assist an ally
  • Interrupts granted by Domain features
  • Defensive reactions, such as a magical shield or parry

These follow the same rules:

  • Subtract current Action Load from the Aspect.
  • If the result is above zero, the action may be taken.
  • Add the action’s cost to your Action Load afterward.

===== Ending Your Turn ===== 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 ===== Certain Domain features may allow a character to:

  • Ignore Action Load under certain conditions
  • Reduce the cost of specific actions
  • Gain free or low-cost follow-up actions

===== Planning Ahead ===== Managing your Action Load is a key part of strategy. You may want to:

  • Leave capacity to defend yourself
  • Use a low-cost action to free up later opportunities
  • Delay a powerful combo until your Aspect refreshes on your next turn

===== Reference ===== For the rules on how to roll actions and calculate effects, see: