Turn Structure
Combat in The Skeld uses a two-action economy with Action Points for additional actions.
Your Turn
On your turn, you get:
- 2 Actions: Use them or lose them
- Action Points: Spend for additional actions
- Free Movement: Move up to your speed
- Free Actions: Draw weapons, speak, etc.
Action Types
Attack Actions
- Weapon Attack: Strike with melee or ranged weapon
- Spell Attack: Cast offensive spells
- Grapple: Attempt to grab and restrain
- Shove: Push or knock prone
Movement Actions
- Move: Move up to your speed
- Dash: Move again (double speed total)
- Disengage: Move without provoking opportunity attacks
- Dodge: Focus on avoiding attacks
Utility Actions
- Cast Spell: Non-attack spells
- Use Item: Activate magic items, drink potions
- Help: Grant advantage to ally's next check
- Ready: Prepare action for specific trigger
Turn Order
Initiative: Roll 1d20 + Dex modifier
Order: Highest to lowest
Ties: Higher Dex goes first, then roll-off
Reactions
You can use saved actions as reactions on other turns:
- Opportunity Attacks: Strike enemies leaving your reach
- Spell Reactions: Counterspell, Shield, etc.
- Feat Reactions: Parry, special abilities
Time Scales
- Combat Turn: 6 seconds
- Combat Round: 6 seconds (everyone acts once)
- Dungeon Turn: 10 minutes (exploration)
- Exploration Turn: 1 day (overland travel)
Action Flexibility
You can split your actions however you like - attack then move, move then attack, cast two spells, etc. The two-action system gives you more tactical options than traditional D&D.