ThreeActionEconomy

This is an adaptation for Fate Core of the "3-action economy" rule existing in the Pathfinder system. They ***significantly*** change the flow of combat in Fate Core.

# 3 actions and 1 reaction

During a conflict's exchange, each character is given three actions and one reaction to use. These three actions and one reaction cannot be stored for the next round, and must be used during the character's turn, with the exception of the reaction.

"Overcome", "Create Advantage" and "Attack" are actions that can be used on the character's turn at the cost of one action. In addition, moving to another zone becomes a "Move" action and can also be used on the character's turn, at the cost of 1 action point.

This means that, for example, a character could attack three times, or move up to three zones.

## Reactions

A reaction is a quick action that can be used outside of the character's turn order. Reactions can be used at any time, until the start of the character's next turn. However, if a reaction is used in a turn of an initiative value greater than the character's, any roll related to the reaction will have a -1 penalty, since the character cannot "react" faster than another character with a higher initiative value.

Typically, a character can use his reaction to make a "Defend" check for himself or for another character if that character is in the same zone. This means that, during an exchange, the character can only react with a defense to a single opposing attack. However, if characters expects to be attacked by more than one opponent, they can choose to split their "Defense" value across more than one test using the same reaction.

## Storing Actions

Characters can decide to store actions to use them at another initiative moment in the same exchange, as long as these actions are still used in the same exchange. This can turn stored actions into reactions, although they are reactions that do not carry over the next exchange.

In this manner, a character could store an action in order to have the option of performing a new defense, as long as it occurs in the same exchange.

## Repeated Actions

If a character uses more than one action to perform the same type of action, such as two or three "Attacks", creating two or three "Advantages", or even two or three "Overcomes", each subsequent action of the same type, in the same turn, is subject to a cumulative -2 penalty. Thus, a second attack on the same turn is performed at -2, and a third is performed at -4.

## Compound Actions

Characters can use one of their actions on the turn to improve the odds of another action. Each action used in this way increases the other's check by +2. Thus, an attack roll that uses 2 actions can be made at +2, and defense rolls that use 2 actions receive a +2 bonus (even if the checks are split among multiple defenses). It is only possible to combine a single action into another. It is not possible, for example, to perform an attack that uses 3 actions for +4 on the check.

# Encumbrance and Number of Actions

Characters with heavy load, or who are very agile, can have less or more actions per turn. Each character must take note of an "Encumbrance" value. A character's encumbrance is equal to the weight of their armor, plus the weight of their shield, plus the weight of their weapon, minus their "Physique" skill value.

For example, a character with "Physique" 2, wearing "chain mail" and wielding a "halberd" and a "round" shield would have an encumbrance of "1".

* If a character's encumbrance is 1, they take a -1 penalty on all physical ability checks on their turn. The physical abilities are *Fight, Shoot, Notice, Athletics, Physique, Stealth, Burglary and Crafts*.
* If a character's encumbrance is 2, they take no penalties on their checks, but get 2 actions and 1 reaction instead of 3 actions and 1 reaction.
* If a character's encumbrance is 3, they get 2 actions and no reactions.
* If a character's encumbrance is 4 or more, they only get 1 action per turn.

A character's encumbrance can be *negative*. If this is the case, the character can purchase special "Athletics" stunts:

***Quick Reaction*** *(requires Notice 1 and Athletics 1)*: You can react to more threats in combat. If you have negative encumbrance, once per scene you can gain a new reaction on your combat turn. You may spend 1 Fate point to gain 1 additional reaction after you have used your free use once per scene.

***Combat Swiftness*** *(requires Athletics 2)*: You've trained your muscles to be as fast as possible when unencumbered. Whenever you have negative encumbrance, once per scene, you can gain a new action on your combat turn. You may spend 1 Fate point to gain 1 additional action after you have used your free use once per scene.

***Perfect Swiftness*** *(requires Athletics 4 and Combat Swiftness)*: You have reached the human limit of muscular swiftness. If you have -3 encumbrance or less, twice per scene, you can gain one new action on your combat turn (in addition to the free use of *Combat Swiftness*).

***Load Bearer*** You have carried a lot, a lot of weight in your life, and know how to best distribute that load around the body to lessen its effects. Your "Stamina" value is 2 points higher when determining your encumbrance. However, this bonus is not considered to determine negative encumbrance.