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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 Domain abilities. 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.

When you want to take an action:

  1. Find the Aspect tied to the action.
  2. Subtract your Action Load from the Aspect’s value.
  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:

  • You choose to end your turn, or
  • No eligible Aspect value exceeds your current Action Load

Types of Actions

Like in traditional RPGs, actions fall into a few categories to help guide pacing:

Type Typical Cost Examples
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

Players can take actions outside of their turn, including:

  • Team Actions to assist allies
  • Interrupts from Domain features
  • Defensive reactions (e.g., parry, magical shield)

These follow the same rules:

  • Subtract your Action Load from the relevant Aspect
  • If result > 0, take the action
  • Add the action’s cost to your Action Load

Ending Your Turn

You may end your turn at any time, even with actions left. This allows you to:

  • Conserve Action Load
  • Prepare for a reaction or team move
  • Control your pacing

Gaining More Actions

Some Domain features or abilities might let you:

  • 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.

Planning Ahead

Managing your Action Load is a major tactical choice. You may wish to:

  • Leave capacity to defend or react
  • Use a light action to stay flexible
  • Delay combos until next turn when your load resets

Reference