Rule: Actions and Action Economy

Summary

A creature has a set amount of actions that refreshes every Round (which is 6-10 seconds, but not always). They are 3 Standard Actions (◆-◆◆◆), 1 ReAction (⮌), a set amount of Movement ( X►, ex: 10 ft of movement = 30►), and an infinite number of free actions (◇).

 

Downtime and longer periods of time are handled differently, with rules for minutes, hours, or even days of time, though they may use the above actions depending on the situation.

  In CHASE there are multiple ways to interact with the world. This is all handled through the Action Enconomy, and the kinds of Actions therein.   In this game, the perception of time is divvied up between Rounds, Actions, Activities, and Phases.  

Rounds

Rounds are what seperates different sets of turns in Phases. They're the more active version of Rests, as they are made up of dozens of micro actions.   In every Round, be it a round of Combat, Exploration, or anything in between; a character has 3 Actions to perform Standard Actions | ◈-◈◈◈ s, 1 (or more, depending on the build) Reactions | ⮌, and any number of Free Actions | ◇]. They also gain a set amount of Movement | ► which they spend to move their character or the vehicle/entity they are controlling.  

Actions

Standard Action(s) | ◈-◈◈◈: Can be completed in a very short time, or starts a larger task. They are done in a few moments.   During an encounter or any other phase, a creature gets 3 Actions (◈◈◈) at the beginning of their turn unles stated otherwise. Some Standard Actions take longer and require multiple Actions to do, but they are done within the same 6-10 second timespan.   Movement | ►: Gives a set amount of distance a characrer can move per round, commonly counted in 5 ft / 2m increments. Can be altered to suit the desire of the GM (squares/grids, 10 ft measurements, etc).   Some creatures have special movement types, spending the same amount of set distance per turn before tapping into their own reserves (e.g. 30 Movement and 45 ft flying = spending all 30 ft while flying, and continuing for up to 15 ft if one is still flying).   Reaction (or ReAction/Re-Action) | ⮌: Reactions are actions activated in a split second, usually in response to someone or something else. They are one of the only kinds of actions that can be performed outside of your turn, but can also be used during such when their criteria is met Every creature gets one, but certain feat/ures can be used to either expand the number or create Free Actions that do the same.   Free Action | ◇: A Free Action is an action that has a stipulation about it's use, but can be done at any time and on any turn. The stipulation is usually a trigger or forces the Free Action to be or mimic another Action (Example: Additional Attack creates Free Actions that can be attacks). You technically have an infinite amount of free actions (thus the name).   Some things require more than just a turns-worth of actions. For those, look to Activity | ▼ or  

Activities

Activities (or … as unicode, or ... as plain text) are all collective actions and rounds that take longer than the standard 6-10 seconds the what the previous sections described. All Activities take at least 10 minutes, or a Swift Rest's, amount of time to peform or start, and often can be done during such or during Downtime.   As an example, Rituals are a common Activity, in which a character adds 10 minutes to the use of an ability with little to no resources.  

Phases (Combat, Exploration, Resting, etc)

Phases reprensent long stretches of time for different part sof the game creatures interact with. While usually used to differentiate between combat and noncombat, Some Phases are intwined with other parts of the game and/or can be layered with each other, such as Combat and Chasing.  

Common Phases

 

Combat Phase

The Combat Phase (simply just called 'Combat') is the phase of the game where the most actions are used, where two or more creatures fight to victory or defeat. The aforementioned Action Structure is used almost all the time.  

Exploration Phase

The Exploration Phase is for when adventurers are crawling through dungeons or areas with multiple dangers abound. Although this is more freeform (i.e. it can be ignored by the GM), the structure for more tactical and/or timed exploration is needed.   During Exploration, there are Exploration only actions that can be done during this phase. These are Exploration Actions | ▼, and last up to 10 minutes or a Swift Rest. A player can keep doing the same Explore Action consecutively until otherwise noted.   Creatures in a group or party move at once and act as one entity while going from room to room, or square/hex to square/hex. Players themselves establish a marching order, or a formation that denotes where and how the players travel.   Movement/► is still divided/used per Round, based on highest amount of similar movement speeds in the party (example: A group of 5 creatures with 3 that move at 25►, 1 that moves at 20► and one at 40►, they all move at 25► per round).   All creatures use their actions at once at the same round, used in order based on their Quickness Primary Skill (from highest to lowest). This includes if creatures initiate Activities or other actions during Swift Rests, though some will take longer (such as Crafting).   In some dungeons/explorable areas, groups of hostile monsters will wander and have turns of their own. If two groups of creatures meet, or if a trap or hazard is sprung, the Exploration Phase becomes a Combat Phase.  

Rest Phase

The Rest Phase are times of periodic resting that represents not only adventurer's taking time to take a break, but also recovery and prepare resources for the next time they see action. This differs from the Downtime phase in that the period of time is is countered in shorter bursts, but may overlap with such. It is also the time most Activities take place.   There are three kinds of Rests.  
Swift Rest
Takes about 10 minutes, and are used to quickly rest between fights if needed, as well as giving time to refocus spells, catch their breath, cure wounds or let Afflictions or Poisons run their course. Swift rests can be done on the move, and most actions and activites occur in this 10 minute span of time. This occurs even between Chases.  
Short Rest
2 hour long rests that allow creatures to relax for extended periods of time. Offers all the utiltiy of Swift Rests and more, but is likely to be done only during safe spots. Rules as Written, you can have 10 Swift Rests per Short Rest (accounting for padding and prepration between them).  
Long Rest
6-10 long stretches time where creatures can rest, sleep, and recover larger/more powerful abilities (such as class features, ancestral features, or spell slots). Doing so technically 'ends' the adventuring day. Regardless of time spent, 5 Short Rests fit in every Long Rest, and a creature benefits from up to 2 long rests in a day, though they may only be able to take 1.  
Altering the Length of Rests
The rules for Resting is with Heroic Fantasy in mind, while altering the rules to be more akin to realistic or take longer is possible. It up to the GM to do so and remember how Rests interact with each other (10 Swift = 1 Short, 10 Short = 1 Long). As a guideline, there will be Optional Rules. It is up to the GM to set the pace of the game, after all.  
Downtime Phase
The Downtime Phase (or simply 'Downtime') counts time in or after Long Rests, amounting to days, weeks, or even months. This is less action structured, but still has rules of it's own. During Downtime, players can do many things, including persuing trades, researching problems about their current adventure, running or managing property or a kingdom, or even creating their items via crafting.   Certain rules or Activities, such as Learning a Language or Learning a Secondary Skill are counted during or progress during the Downtime Phase. A series of smaller actions or commands, such as those used in Structure Building or Crafting, can also be counted during Downtime. Some will allow the end of a day's Long Rest will count as Downtime.  

Social Phase

This is a phase of roleplaying and/or carousing with other players or npcs. No actions are really spent, but it is a good time to do things like explore a settlement, restock on gear, and/or seek out quests to do.   During this phase of play, some feat/ures or talents gain a bonus or can be used to overcome an obscure obstacle. This kind of gameplay is meant to be emergent, allowing players to use their cleverness outside of numerical crunch.  

Other Phases

Other phases in this game exist, and will have rules of their own. They are not required for every adventure, and will have pages of their own.  
  • Chases
  • Preparation
  • Travel

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