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Thu, Dec 23rd 2021 04:24   Edited on Sun, Nov 26th 2023 10:13

Action Types

Action Types   Most characters can perform two actions per turn, one major and one minor. Major actions take more time and usually involve a skill test. Minor actions are quick and rarely require a test to succeed; you might shout a word or two, or draw your weapon. If you want, you can perform a minor action instead of your major action and thus get two minor actions that round.
  Some actions are reactions – usually some kind of maneuver to evade attacks. Reactions may be performed at any time during the round. This means that you can use your action before your turn, or wait until after your turn to be ready for an enemy’s attacks. When using reactions to protect yourself, you must choose to spend your action before you know whether your opponent’s attack roll fails or succeeds.
Thu, Dec 23rd 2021 04:42   Edited on Sun, Nov 26th 2023 10:00

Major Action

  A major action is something that does require thought and effort. It takes up a character’s whole action. Making an attack is always a major action, but a major action might also be studying ancient glyphs on a ruin, or convincing a bloodthirsty foe to stand down. Sometimes Powers or other effects will note that something requires “an action” — this is the same as a major action.  
  • Aid, Assist or Help
  • Attack
  • Cast a Spell
  • Create Advantage
  • Dash/Rush/Sprint (+1 move)
  • Defend/Protect (Sub Parry or +1e)
  • Disengage
  • Full Defense (+1e)
  • Hide
  • Ready / Overwatch
  • Search
  • Stabilize / First Aid
  • Tumble
  • Use a Skill
  • Use an Object

  •  

    Pending

  • Avoid (R)
  • Charge ?
  • Flurry, Mixed Actions, Multiple Actions ?
  • Full Attack
  • Sprint (A5E)

  •  
    Also known as ...
  • Major (STA, D&D4e, SR 6e)
  • Standard (Pathfinder 1e)
  • Action (D&D5e)
  • Simple (EX3, EXS, Storypath)
  • Instant ( COD/VTR)
  • Normal Action (Year-Zero 2AP)
  •    
    Full Round Actions of Dungeons & Dragons 3.5 and Pathfinder would be a a combination of Major and Minor actions in most modern games.
       
    Thu, Dec 23rd 2021 04:44   Edited on Sun, Nov 26th 2023 03:54

    Minor Action

     
  • Aim (+1e)
  • Draw Item / Weapon
  • Drop Prone
  • Move (1 range band or speed)
  • Reload
  • Rise/Standup
  • Take Cover (R)
  • Vehicle (Enter/Exit/Start/Operate)

  •    
    Also known as ...
  • Minor (STA, SR6e)
  • Move (D&D4e, PF1st)
  • Move (D&D5e)
  • Fast Action (Year-Zero 1AP)
  • 1 Reflexive Move ( COD/VTR)
  • 1 Reflexive Move (Storypath)
  • 1 Reflexive Move ( EX3/EXS)
  • Fri, Dec 24th 2021 01:08   Edited on Mon, Nov 27th 2023 12:41

    Reaction

      Most creatures have a Reaction R available to them, especially player characters an important characters. This allows them reactions like dropping prone, taking a full defense or taking cover. A Reaction R is an instant response to a trigger of some kind, which can occur on your turn or on someone else's. When you take a reaction, you can't take another one until the start of your next turn. If the reaction interrupts another creature's turn, that creature can continue its turn right after the reaction. Certain special abilities and spells allow you to take a more advanced reactions like a Vampire Celerity, Werewolf Gifts or Mage Time Magic.
     
  • Counterspell R (Major)
  • Drop Prone R (Minor)
  • Full Defense (+1e) R (Major)
  • Take Cover R (Minor)
  • Use Ready R (Major)

  •   A Reaction always requires an associated action with them, so you must have that action available to react.
  • Reaction + Major Action
  • Reaction + Minor Action
  • Reaction + Reflexive Action

  •   For example ...
  • To Take Cover you will need to have your Reaction and Minor Action available.
  • To use Full Defense you will need to have your Reaction and Major Action available.

  •   Keep in mind there is nothing stopping you from using Full Defense on your turn and not needing a Reaction. Certain circumstances, conditions or powers that impede movement may remove your ability to have a Reaction, such a entanglement, poison and surprise.
     

    Pending

  • Clash R (Major)
  • Intercept R (Major + Minor) Shadowrun 6th World p41

  • Mon, Feb 20th 2023 01:45   Edited on Sun, Nov 26th 2023 02:27

    Reflexive Action

      A reflexive action is something that requires no conscious effort. Noticing oncoming danger, or making idle banter during battle, for example. Reflexive actions do not count towards the total number of things a character can do during her turn.  
  • Drop Object (R)
  • Drop Prone R (Reflexive)
  • Take Cover R (Reflexive)
  • Vampire Celerity
  • Vampire Vitae Use

  •  
    Also known as ...
  • No, Free, Swift (D&D 3.5, PF1e)
  • Bonus & Reactions (D&D5e)
  • Reflexive Action ( COD/VTR)
  • Reflexive Action (Storypath)
  • Reflexive Action ( EX3/EXS)
  • Free Action (Year-Zero 0AP)
  •    
    Some of the other actions types like Reactions and Bonus Actions are not a perfect fit, just a catch all example at the end. The Storyteller is always advised to govern these with narrative sense and not allow them to devolve. I always encourage the spirit of the story over the letter of the rules.
    Sun, Nov 26th 2023 08:13   Edited on Sun, Nov 26th 2023 08:23

    Mixed Action

     

  •  

    Exalted Essence - Flurry

      Flurry: Flurries allow a character to take two simple actions. These must be two different actions, so it cannot be two attacks (even if generated from actions such as rush), or two attempts to talk down a foe, but it can be an attack and an attempt at intimidation. When your character makes a flurry, reduce both pools by three dice. A flurry with a rolled and unrolled action penalizes the rolled action. If an effect creates a flurried action, apply the penalty to the created action’s roll. This penalty cannot be reduced or ignored unless an effect specifically states so. A character can only take two simple actions per combat round. This includes simple actions taken in response to things, like counterattacks (see p. 184). Unless they have a specific restriction or generate a simple action (typically via Charm use), reflexive actions do not count toward this limit. All actions have a set difficulty, explained on p. 117.  

    Storypath Ultra - Mixed Actions

      Sometimes a player may want to split a character’s attention to take two different actions at the exact same time. Unless otherwise noted, a player may choose to combine two actions into the same roll to perform them at the exact same time, referred to as a mixed action.   When doing this follow these steps:
  • Form a dice pool using the lower pool for the two tasks she is trying to complete and rolls; she cannot perform the same action on two different targets as part of a mixed action.
  • Apply the highest Enhancement she might have from either action to her hit pool, but the Storyguide may decide to only allow the lowest Enhancement if appropriate
  • Spend hits on overcoming the difficulty to accomplish each task separately
  • Spend hits to buy off the highest Complication associated with the set of actions or purchase Tricks associated with each. Other Complications are ignored.

  •   If the player does not garner enough hits to spend on both difficulties, she picks which difficulty she wants to overcome and completes only that action. If she fails both actions, no Complications occur.    
    Also known as ...
  • Mixed Action (Storypath, Storypath Ultra)
  • Flurry (Exalted 3e)
  • Flurry (Exalted Essence)
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