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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:
- Find the Aspect tied to the action.
- Subtract your Action Load from the Aspect’s value.
- If the result is greater than zero, you may take the action.
- 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
- D4 Dice Pool — How many dice to roll
- Aspect Checks — Resolving skill-based actions
- Combat — Applying the results of attacks