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ironbound:rules:activities

Activities

Activities describe the things a character can do, from fighting in an encounter to exploring the wilderness, pursuing interests in a community, or recovering during a rest. They fall into six main categories.

Short Actions

Short Actions are things that can be done either with very little thought, or as part of another action. During an encounter, a character may take one Short Action during their turn. They may interrupt their own Main Action to take a Short Action, if it would make sense to do so.

Main Actions

Main Actions are things that require a significant commitment of a character's attention or time to perform. During an encounter, a character may take one Main Action during their turn.

Free Actions

Free Actions are taken outside of the normal turn structure, either on the acting character's turn or on another character's turn. Every Free Action has a listed trigger; the trigger has to occur before the character can take the action. If a character has multiple Free Actions that have the same trigger, they must choose which one they are taking when the trigger occurs.

Exploration Activities

Exploration Activities typically require one or more minutes to perform, and cannot be taken during an encounter.

Down-Time Activities

Down-Time Activities normally require most of a day to perform, and can normally only be taken while the party is in a friendly community. The major exceptions to this are Take a Long Rest and Take a Short Rest, which can be done anywhere.

Rest Activities

When the party chooses to Take a Rest (either Long or Short), they will gain some number of hours which they can use to perform Rest Activities. Rest Activities always require one hour to perform. Note that not every Rest Activity can be taken during a Short Rest; See Take a Short Rest for details.

Good Things and Bad Things

Often, the result of an attribute roll as part of an activity will offer the player a choice of Good Things or Bad Things. These are typically found in a list after the description of the activity. The list is not exhaustive; the player may offer their own Good Thing or Bad Thing for consideration, and class traits may add more to a particular character's lists.

It is important to remember that Good Things and Bad Things are narrative hooks, not entitlements! The player must select a Good Thing or Bad Thing that makes sense in context and has a meaningful effect. For example, a Bad Thing that requires the player to spend money they do not have cannot be selected, nor can a Bad Thing impose a penalty on a roll the character cannot possibly make. However, the player is permitted to make a selection that is irrelevant, especially if it reflects their character changing their plans as events unfold.

The Director has the right to require the player to choose a different Good Thing or Bad Thing if their selection is inappropriate to the circumstances.

Universal Activities

ironbound/rules/activities.txt ยท Last modified: by tailkinker