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action_economy

Action Economy

Players start each combat round with a Major action and a Minor action.

Major Action

A player character's Major action may be used to:

  • Attack
  • Charge up to 30' and make a melee attack
  • Say a Prayer
  • Cast a Spell
  • Use a Relic
  • Perform a Ritual
  • Any Minor action below

Minor Action

A player character's Minor action may be used to:

  • Move 30'
  • Reload a firearm (note that most firearms require two actions to reload)
  • Interact with an object, such as pick it up off the ground
  • Defend - Gain advantage to dodge melee attacks
  • Duck and Weave - Gain advantage to dodge missile attacks
  • Threaten - Get a free attack against an opponent leaving melee combat
  • Brace - Get a free attack against a charging opponent
  • Overwatch - Get a free missile attack when an opponent moves to become a possible target

Fleeing

Fleeing requires the action of some if not all of the party members actions. Any player can propose that all the characters flee the fight. If all players agree, they successfully retreat, carrying any fallen heroes away with them. The party suffers a campaign loss determined at the time of the retreat. The point of this rule is to encourage daring attacks and to make retreating interesting on the level of story rather than tactics.

action_economy.txt · Last modified: 2024/08/28 14:55 by andrew