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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 your Action Load being larger than all the Aspect values of any actions you might take.
===== 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. Ending your turn while you could still take some actions can ensure your Action Load is low enough to 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 Action Load 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