Turns in Wayfarers run on Action Points (AP).

How many AP, and when do they refresh?

  • Chapter 10: at the start of each round, a player has 3 Action Points, a free movement and a free reaction.
  • Design notes: “You get 4 Action Points per turn. Your Action Points refresh at the end of your turn.”
  • Class drafts: Tier 2 grants the “4th Action Point”, Tier 3 the 5th and Tier 4 the 6th, which fits starting at 3.

Throughout play there are many ways to increase your pool of Action Points, starting with tier advancement (see Class Template).

Wounded: when you drop below half health, you lose 1 AP (see Exhaustion and Wounds).

From the Additional Info notes

“Smooth out how action points are…” (unfinished). The designer flagged the Action Point rules as needing a smoothing pass.

Swift actions

Swift actions can be used either on your turn, or off your turn as a reaction to another action.

Rolling Action Points

An idea in the design notes: roll action dice at the beginning of the round, so everyone knows their combat potency for that round. Some abilities could copy or switch action dice. (Bard’s Bardic Inspiration already mentions adding to an “action die”.)

Costs

Ability costs are written as [1AP], [2AP] and so on. Reactions are written [Reaction]. See Combat Actions for the standard action costs.