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Actions and 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 |
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===== 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:
- 🎲 Taking Actions with the D4 Dice Pool — how many dice to roll
- 🎯 Aspect Checks — how to resolve skill use
- ⚔️ Combat — how to apply the results of attacks