Combat System
Two-Action Economy Plus Action Pools
Every character gets 2 actions per turn plus Action Points (AP) for additional actions.
- Actions reset at start of your turn - use them or lose them
- AP pool refills at start of combat (max once per minute)
- You can save actions for reactions on other turns
- No bonus actions - everything costs 1 action or 1 AP
Action Points
AP Pool = Dex modifier (minimum 1)
- Increasing AP: Raises your maximum pool
- Restoring AP: Replenishes spent AP (can't exceed max)
- Surging AP: Temporarily exceed maximum (rare, magical only)
Common Combat Actions
Attack/Throw/Fire
Make one strike attempt (d20 roll) vs target's AC. Multiple attacks suffer cumulative -2 penalty (-2, -4, -6...).
Move/Dash
Move up to your speed. Can be split between other actions. Difficult terrain halves movement.
Cast a Spell
Cast spells with 1 action casting time. Can use AP to power up spells (1 AP per extra damage die).
Hide
Break line of sight and make Stealth (Dex) check vs Passive Perception. Medium/Heavy armor gives disadvantage.
Help
Must be near the target. While holding Help, you can take no other actions until they make their check.
Use/Activate Object
Use wands, scrolls, altars, drink potions, apply poison to weapons.
Draw/Stow/Swap Items
Quick swaps (bow to blade) = 1 action. Complex swaps (sword+shield to bow) = 2 actions.
Dodge
Attacks against you have disadvantage until start of next turn. Can use as reaction when targeted.
Disengage
Move away from enemies without provoking opportunity attacks.
Free Actions
Flair only - don't change game state. Typically one per round.
- Say something (not persuasion checks)
- Hand gestures (not spellcasting)
- Drop harmless items
- Quick verbal communication with party
Reactions
Cost 1 action, can interrupt turns or actions. Limited to 1 reaction per other person's turn.
- Can be any action (Attack, Dodge, Cast Spell, etc.)
- Number limited by available actions per round
- Very powerful with AP restoration effects
Reserved Actions
Save 1 or both turn actions for reactions later. End your turn immediately to reserve actions for use on other turns.
Multiple Attack Penalty
Cumulative -2 penalty for additional attacks on same turn:
- First attack: Normal
- Second attack: -2
- Third attack: -4
- Fourth attack: -6
Some feats can reduce or eliminate this penalty.
Turn Structure
Turn Type | Duration | Use |
---|---|---|
Combat Turn | 6 seconds | Fighting, immediate actions |
Dungeon Turn | 10 minutes | Exploration, searching, picking locks |
Exploration Turn | 1 day | Overland travel, long-term activities |
Combat Flow
The reactive nature of this system keeps all players engaged throughout combat. You can interrupt enemies, coordinate with allies, and respond to changing battlefield conditions in real-time.
AP-Powered Abilities
- Extra Actions: 1 AP = 1 additional action
- Spell Enhancement: 1 AP per extra damage die
- Feat Abilities: Many feats consume or restore AP
- Variety Limit: Can't repeat same action with AP (except attacks)
Desert Combat
Remember that desert conditions affect combat: extreme heat causes exhaustion, sandstorms reduce visibility, and water loss can be deadly. Plan accordingly!