Wheel of Time Rules Manual

Other Rules / Actions

Other Rules

Actions

What you can do on a turn — standards, full rounds, swift, immediate, ready, and delay.

Per Turn 2 Standard Actions
Also 1 Swift · Free · 1 AoO
Or Swap Full Round + 5′ step
Next Combat
Related

Action types define the economy of a round. Combat explains when you get them; this page is the glossary for what each type means.

Action Types

Read top to bottom — core actions first, then special options.

  • Core

    Standard Action

    You get 2 standard actions each turn. Moving, a single attack, and drawing a weapon are examples.

  • Once / turn

    Standard Movement Action

    30 ft movement (unless an ability says otherwise). Only once per turn.

  • Once / turn

    Standard Attack Action

    Make one attack at your Highest Attack Bonus (HAB). Only once per turn.

  • Both standards

    Full Round Action

    Uses both standard actions at once. You may still take a free 5 ft step before or after. Examples: sprinting (double standard movement), using a skill, or a Full Attack Action.

  • Full Round

    Full Attack Action

    Strike for as many hits as you have Attacks Per Melee (APM). See class charts for attack bonuses. If an enemy dies mid–Full Attack, the Full Attack ends — you may not make more Standard Actions this turn unless an ability or item says otherwise.

  • Definition

    Attack

    Any offensive maneuver against an enemy. A Standard Attack is one Attack; a Full Attack can be 1–5. In general, each d20 roll is one Attack.

  • Unlimited*

    Free Action

    As many as you need each round, within reason. Speaking and dropping something are examples.

  • Once / your turn

    Swift Action

    A free action you may take only once during your turn.

  • Once / others' turns

    Immediate Action

    A free action you take only once, outside of your turn.

  • Replaces attack

    Disengage Action

    Use your Standard Attack Action to leave or move through any number of enemies' AoI without invoking an AoO. Does not grant extra movement. You may not make any attack actions this turn.

  • Interrupt

    Ready Action

    Like a delayed action that can interrupt an opponent. Declare a trigger (“If they draw steel, I shoot”). If it occurs, you act first. If it never occurs, you skip your turn that round.

  • Initiative shift

    Delay Action

    Skip your turn until later in the initiative order (before or after a named spot, including into the next round). Your initiative position changes permanently to the new spot until another delay/ready. You cannot change your mind before your next turn if the battlefield shifts unexpectedly.

Delayed vs Readied

Flexibility versus pre-emptive reaction.

Delay

More flexible

You can wait and choose a better moment later in the round — but you cannot act before a trigger mid-enemy-turn. Example: attack the enemy who approached Volitilus only after that enemy’s turn ends. You could still help someone else if Volitilus is never approached.

Ready

Pre-emptive

Declare a trigger and interrupt when it happens — “If any enemy approaches Volitilus, I’ll move in their way and attack.” You act before they complete the triggering action. If the trigger never fires, you skip the turn.

Wheel of Time RPG · Actions Rules manual