rule-combat-action-economy

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Combat timing model: initiative deck flow, action types, bonus/reaction windows, and round structure.

megazear7 By megazear7 schedule Updated 2/24/2026

name: rule-combat-action-economy description: Combat timing model: initiative deck flow, action types, bonus/reaction windows, and round structure.

Combat Action Economy Rules (Thematic)

Scope

Use this skill for turn-order confusion, "what actions can I take now," heroic-action timing, and card-driven bonus timing.

Initiative deck model

  • Build encounter deck from level-range cards (blue for players, red for enemies).
  • Shuffle each round.
  • Each flip enables actions for matching initiative range/card type.

Action channels

  • Major action: primary turn action.
  • Minor action: utility/reposition/stance operations.
  • Heroic action: powerful limited resource (resets on long rest unless effect says otherwise).
  • Bonus action: conditional tempo action based on card-range progression rules.
  • Opportunity action: off-turn response to movement triggers.
  • Reaction: feature-defined timing, max one reaction per initiative card.

Round flow essentials

  • Surprised creatures skip first initiative card in round one.
  • One major action per creature per round baseline.
  • End of round occurs when all encounter cards are resolved.

Heroic economy

  • Heroic actions can include major movement.
  • Stims and feature text can alter spending behavior.
  • Heroic resource conservation is a key campaign-level decision.

Bonus-action probability dynamic

  • Higher initiative ranges have substantially higher chance to receive bonus-action windows.
  • Initiative tuning (stats, weapon training, build choices) directly changes action throughput.

Search cues / aliases

initiative cards, combat round, bonus action window, heroic action, reaction limit, surprise, opportunity action.

Install via CLI
npx skills add https://github.com/megazear7/galactic-adventures-assistant --skill rule-combat-action-economy
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