Skip to content

Action Economy

AX.C.10.02 - Action Economy

During your Turn you may take the following actions.

  • ONE Primary Action per Turn
  • ONE Minor Action per Turn
  • Unlimited Free Actions per Turn

Primary Actions

The most significant thing a character does on their Turn. Attacking, casting, dashing, and most special abilities are Primary Actions. See AX.C.11.03 for a full list.

Minor Actions

A secondary action taken in addition to the Primary Action. Examples include standing up from Prone, drawing a weapon, or using a quick-activation item.

Free Actions

Instantaneous or trivial actions that carry no meaningful time cost. Examples include dropping an item, speaking a short phrase, or activating a passive ability. The GM may limit Free Actions if a player is attempting to abuse the category.

Reactions

Reactions occur outside of a character's normal Turn in response to a specific trigger. A character may take one Reaction per Turn cycle. Examples include Opportunity Attacks and Triggered Abilities. See AX.C.11.03 for a full list.

The Combat Cycle

  1. Determine if a Surprise Round applies (see AX.C.11.01)
  2. All players roll Initiative (see AX.C.11.01)
  3. Top of Turn: Characters who rolled 5 or higher act
  4. GM Turn: All GM-controlled creatures and characters act
  5. Bottom of Turn: Characters who rolled 4 or lower act
  6. Return to step 3 and repeat until combat is resolved