Table of Contents

Actions

When every second matters - such as combat - players take turns describing their character’s actions. Many actions require a check of some kind (attacking, casting a spell, intimidating an enemy into retreat), each with its own DC and modifiers.

A PC may take one of each type of action per melee round, but might be forced to make checks that don’t count as actions.

Types of Actions

Active Actions

Active actions are driven by the character's choices and often require a check. Active actions include:

An active action can be “traded down” to a move or quick action, but only during your round in combat.

Movement Actions

You can move up to your speed in feet (30’ base, load reduces) for each movement action. You can split up this movement however you would like, and can take actions in between segments of movement such as moving, then attacking, then moving again.

Some forms of special movement - swimming, crawling, climbing, or traveling in difficult terrain - force you to move at half speed (a PC with 30’ speed can climb 15’). Each load you carry above your STR score reduces your speed by 5’ and forces disadvantage on all checks.

A 10 STR, 30’ speed PC carrying 11 load would move at 25’ speed. A PC at 0’ speed is completely encumbered and can’t move at all. A movement action can be “traded down” to a quick action, but only during your round in combat.

Quick Actions

Unlike other actions, quick actions may be triggered by another and may be resolved even when it is not that PC's round. For example, The most common form of quick action is making an attack of opportunity as an adversary withdraws. Drawing items or weapons, casting certain spells, and some class features are also quick actions. The GM can rule that certain other basic actions are quick actions.