Corefinder Design Digest #8: Aaaaand ACTION!

Now that we've set the stage with deciding who gets to go first and how people decide to take actions, we should talk about the kinds of actions you can take in Corefinder. As usual, the basic action economy is similar to that of the Pathfinder RPG, but there are some key differences. Swift actions and immediate actions (renamed as "reactions") are more explicitly codified and explained in the core rules, as are the limits on free actions. We also introduce an entirely new kind of action, the use action, which you'll see explained below. 

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During each round, each character or creature gets one turn, and during each turn you can take several different types of actions. During each round you can take the following actions:

- One full action; or one standard action and one move action; and,

- One use action; and,

- One swift action or one reaction; and,

- One or more free actions.

These action types reflect the amount of time required for an action as well as their general type and complexity.

Types of actions:

Standard: As the name implies, most core actions in the game are standard actions. In any case where the type of action is not otherwise specified, it is a standard action.

Move: Move actions involve moving your body in some way, most often moving up to your speed, but may also involve physical acts like jumping, swinging on a rope, standing up from prone, and the like.

When you move, you can take other actions at any point during your movement, though some actions may require your movement to stop. 

Use: Use actions involve interacting with or manipulating an object, such as opening or closing a door, drawing or sheathing a weapon, handing an object to another character, and so on.

Swift: These actions are very quick, practiced actions that you can take during your turn.

Reaction: A reaction is a special type of swift action that you can take when it is not your turn. If you use a reaction, it counts as spending your swift action on your next turn.

Free: These actions take so little time and effort that they do not impact your other actions that you take during your turn, such as speaking a short phrase, dropping an object in your hand, or falling prone. You can take more than one free action on your turn, as long as they are reasonable to accomplish in a 6-second period of time, and may be able to take free actions on someone else’s turn, such as answering a question from another creature. The limits of free actions are at the GM’s discretion.

Full: These actions tend to be complex and to occupy almost all your focus and effort during a round. In some cases, you may wish to take an action that requires multiple rounds to complete, such as operating a complex piece of machinery. This is treated as taking a full action each round until the task is complete. You can split a full-round action across two consecutive rounds by spending a standard action in the first round to begin the full-round action and a second standard action in the succeeding round to finish it.


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