Turn economy

The turn economy is very important for combat, and without it there could be no combat, as no one would no when to go or how long things took. The turn economy is the system most like any other system that MCSAC is amalgamated from, essentially being directly ripped from Dungeons and Dragons 5th edition.

When an engagement begins, the turn order will be determined by the dexterity characteristic of every being involved; with any special circumstances like characters with abilities that put them first in the turn order, surprise, or simply by character's free will. Each round is the measurement of all character's turns in an engagement added together. For every turn (With exceptions to circumstance or bonuses), each player receives: One movement, one action, and one bonus actions; while they receive one reaction only for each round. When using a reaction, always remember the defender not only must roll under their characteristic value, but must also roll under whatever value the attacker rolled.

Movement:
The basis of all combat and of character actions, movement is another vital part of a system. One's base speed is affected by load, class, and race, but on average it starts at 30 feet/movement. When crawling, one's total movement capability is reduced to 1/4, though any other beings must roll with difficulty to spot or fire at one's character, while it becomes easy to strike one's character while they are crawling. When swimming, one's total movement capability is 1/2, though if over encumbered one must make a strength check for every turn started in water to not sink. One's movement can be greatly changed by something like a mount.

When moving over longer distances, like on a map-screen movement becomes an entirely different task. For people not over encumbered their movement speed is standardized at 20 miles per 6 hours, and mounts are divided into: Slow, fast, and air. Slow mounts, like donkeys or mules, move at 25 miles per 6 hours; but if hauling something like a cart will move at 15 miles per 6 hours. Fast mounts, like horses, move at 35 miles per 6 hours; but if hauling something like a cart will move at 25 miles per 6 hours. Air mounts, like wyverns or pegasus, will move at 50 miles per 6 hours, and cannot haul. Exhausted or wounded people/mounts will move at 1/2 speed until healed, and a group of people/mounts on the move must move at the rate of the slowest member to stay together. Excluding wounded people/mounts, people/mounts on the move can move at 1.5x their normal rate, but gain the exhausted effect for 1 week, or until they rest for 1 day; they also gain the dirty 1/I effect until they have enough time to stop and bathe.

Actions:
The way in which one interacts with themselves, items, and others, actions is important in the turn economy. All interactions requiring a check not listed as a movement, bonus action, or reaction default into being actions. Some actions are:

Prepared dodge:
On the next incoming attack, the enemy must make a difficult check for the success of their attack, and one's character is able to make a dex check to avoid the attack. [Example: One's character anticipates a devastating attack, and uses prepared dodge.]

Ready:
One's player is able to 'queue' an action, specifying a certain point for it to be automatically done, even should this occur on another character's turn. [Example: On one's turn they use the ready action, stating they will attack the next person who enters through a door. On an attacker's turn, they enter the door with 20 feet of movement left, but are immediately attacked and allowed to use an action or reaction, then their turn will end.]

Reload:
Reloading a weapon can come up as several different action types, but in this circumstance it is an action to reload a heavy weapon. [Example: Reloading an arquebus from a cartridge box.]

Heavier weapons may take longer, and will usually have their reload time listed in the weapon description.

Retrieve item:
Retrieving an item can come up as several different action types, but in this circumstance it is an action to retrieve an item from an undesignated spot. [Example: Retrieving an item from a backpack, even if it is organized, not having it in a specific slot/pouch/whatever increases time to retrieve.]

Bonus actions:
Bonus actions are usually shorter and less consequential actions but can be a good way to prepare for future turns.

Reload:
Reloading a weapon can come up as several different action types, but in this circumstance it is an action to reload a light weapon. [Example: Reloading a bow from a quiver.]

Retrieve item:
Retrieving an item can come up as several different action types, but in this circumstance it is an action to retrieve an item from a designated spot. [Example: Retrieving a knife from a scabbard readily available.]

Reactions:
Reactions are usable once per round and are responses to incoming danger, giving one's character a chance to avoid what could be certain instant death.

Dodge:
Requires the enemy to roll their check with somewhat difficulty. [Example: an enemy throws an attack towards one's character, one uses their reaction to dodge, leading the enemy to fail their check and miss.]

Counter attack:
Accept all incoming damage while making an attack with somewhat difficulty. [Example: Taking a weak attack while confident one's character could sufficiently damage the attacker in one hit and that they will land the hit.]

Deflect:
A chance to avoid damage and put out an attack simultaneously, make a difficult dexterity check, and if one succeeds, allows one to make a counter attack while taking no damage. [Example: Avoiding a last-ditch hit from an enemy and then finishing them.]

Free actions:
Free actions are any action that does not require a check, and may be done at any point, including combat. One example is speaking, which is always available, though doing something like convincing someone requires a check, and cannot be done.