Action Economy
Action Economy
SystemRPG resolves combat in 1-second rounds with simultaneous checks and initiative-ordered narration. This note defines how many actions a combatant can take per round and how multi-action chains function.
Rounds and Actions
- Round Length: 1 second.
- Combat Action Speed (CAS): The maximum number of actions a combatant may take in a round is the whole-number portion of
Initiative ÷ 5
. - Action Chain Requirement: Each additional action beyond the first in a given round requires that the immediately preceding action achieved at least 1 success on its Flux Check. If the preceding action does not achieve at least 1 success, the action chain ends for that round.
Typical Actions
- Attack (melee, ranged, unarmed)
- Move (up to your Walk Speed in feet; see Core Formulas#Movement and Initiative)
- Retrieve/Draw/Stow an item or weapon
- Open/Close/Interact with an object (door, lever, latch, console)
- Cast/Activate a spell, skill, or trait
- Defend/Interpose/Assist (establishing a defensive posture or aiding an ally)
- Stand from Prone, Drop Prone, Mount/Dismount
- Ready/Delay (declare a trigger and effect within the same round)
Initiative Re-Rolls
Re-roll initiative whenever a sudden change significantly alters combat conditions:
- Morale shock (ally slain, overwhelming display of power, sudden rout)
- Terrain shift (collapse, landslide, bridge failure), environment change (darkness, fog bank)
- Sudden arrival/departure of key combatants
- Major visibility or information changes (ambush revealed, illusions dispelled)
Reactions (Optional Module)
Tables may enable reactions for increased tactical texture. If used, reactions occur outside of your CAS budget when specific triggers occur (choose a small number):
- Being targeted by an attack (e.g., Parry, Block, Dodge)
- An enemy leaving your engagement zone (Intercept)
- On a hit against you (Counter, Shield Block)
Reactions should be tightly scoped and referenced by the triggering ability. If reactions are not used, treat such defenses as declared actions within CAS.
Integration
- Follow Combat Rules for cadence and simultaneous resolution.
- Use Damage Application Order when computing damage.
- Conditions applied during the round take effect immediately; see Conditions.