Expanded Action Economy
“When power transcends limits, time itself becomes a resource.”
🧭 The Core Problem
Traditional Dungeons & Dragons is built on a clean, elegant structure:
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1 Action
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1 Bonus Action
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1 Reaction
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Movement
This works because:
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characters act at similar speeds
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actions are discrete
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time is evenly distributed
But in a superpowered system, this breaks instantly.
Because now you have characters who can:
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act faster than perception
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perform multiple complex actions simultaneously
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interrupt events before they happen
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exist partially outside the normal flow of time
👉 The standard action economy is not too simple.
👉 It is fundamentally too slow and too rigid.
🔥 Design Goal
Transform action economy from:
Turn-based limitation
Into:
Time-based resource management
I. Redefine What a “Turn” Means
In standard play:
A turn = your moment to act
In your system:
A turn = your window of influence over time
This is critical.
Because now:
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not all characters experience time equally
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not all actions take the same “temporal weight”
II. Introduce Action Tiers
Instead of rigid categories (Action / Bonus / Reaction), define action intensities.
Core Action Types:
⚡ Minor Actions
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quick movements
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small attacks
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minor power uses
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repositioning
These are fast, low-impact, low-cost.
🔥 Standard Actions
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primary attacks
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power activations
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meaningful interactions
This is your baseline.
💥 Major Actions
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high-impact abilities
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large-scale effects
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battlefield-changing powers
These consume significant time and energy.
🌌 Ultimate Actions
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signature moves
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catastrophic abilities
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reality-altering effects
These may:
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consume an entire turn
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require buildup
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or distort the action order entirely
👉 This replaces rigid structure with flexible weight-based actions
III. Action Points (AP System)
To support this, introduce:
Action Points (AP)
Each character has a pool of AP per turn.
Example:
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Minor Action = 1 AP
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Standard Action = 2 AP
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Major Action = 4 AP
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Ultimate Action = 6+ AP
Character Variation:
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Fast characters → more AP
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Heavy hitters → fewer AP, higher impact
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Controllers → flexible AP usage
👉 This creates immediate diversity in playstyle
IV. Speed as a Mechanical Resource
Speed is no longer just movement.
It becomes:
Access to more time
High-Speed Characters Can:
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gain additional AP
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act before others react
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split actions across multiple targets
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reposition multiple times per turn
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interrupt ongoing actions
Optional Rule: Time Fracturing
A high-speed character may:
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divide their turn into multiple mini-turns
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act between other characters’ actions
👉 This makes speed feel truly superhuman
V. Simultaneous Actions
At high tiers, not everything happens sequentially.
Introduce:
Simultaneous Resolution
Example:
Two characters:
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attack at the same time
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collide mid-action
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both effects resolve
Use Cases:
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clashes of power
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beam vs beam
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impact vs counter-impact
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defensive reaction vs overwhelming force
👉 This creates cinematic moments impossible in standard turn order
VI. Interrupt System (Beyond Reactions)
Reactions are too limited for superpowered play.
Replace them with:
Interrupt Actions
Interrupt Rules:
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cost AP
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can trigger anytime
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may cancel, alter, or reduce incoming effects
Examples:
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block an incoming attack
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redirect energy
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phase out of impact
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counter a power activation
👉 This makes combat feel alive and reactive
VII. Action Chains
Characters should be able to combine actions fluidly.
Example Chains:
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Move → Strike → Area Effect
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Attack → Knockback → Follow-up Strike
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Dash → Grab → Throw
Mechanical Benefit:
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chaining reduces AP cost
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or increases efficiency
👉 Encourages dynamic, creative play
VIII. Overclocking (Breaking the System Intentionally)
At high tiers, characters can push beyond limits.
Introduce:
Overclock / Overdrive
Effects:
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gain extra AP
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perform additional actions
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exceed normal limits
Cost:
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fatigue
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damage
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instability
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loss of control
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temporary vulnerability
👉 This creates high-risk, high-reward moments
IX. Temporal Priority (Who Goes First Doesn’t Mean What It Used To)
Initiative still exists—but evolves.
Add Layers:
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Speed Priority → who acts first
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Interrupt Priority → who can override actions
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Resolution Priority → whose effect lands first
👉 Turn order becomes fluid, not fixed
X. Zone-Based Time Pressure
At high power levels, different areas of the battlefield may experience time differently.
Example Zones:
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slow-motion field
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accelerated zone
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unstable time region
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frozen space
👉 This adds tactical depth beyond positioning
XI. DM Control of Tempo
The Dungeon Master must now manage:
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pacing
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simultaneity
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chaos
Tools for the DM:
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limit overuse of interrupts
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define clarity in resolution order
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introduce time pressure (countdowns, collapsing zones)
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enforce consequences for excessive action spam
👉 Without control, the system becomes noise
👉 With control, it becomes cinematic mastery
XII. Simple Playable Structure
Each character has:
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Action Points per turn
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Access to action types (Minor, Standard, Major, Ultimate)
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Optional Interrupt capacity
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Speed-based modifiers
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Overclock potential
🧠 Core Design Principle
“Time is no longer a shared structure. It is a resource each character bends in their own way.”
⚡ Closing Statement
“In a superpowered system, the fastest mind, the sharpest instinct, or the most overwhelming force does not merely act within time… it takes control of it.”