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# TDGS ACTION ECONOMY - AI REFERENCE

Document 6 | Structured specification for AI parsing

## FULL SPECIFICATION

# TACTICAL DICE GAME SYSTEM (TDGS) - DOCUMENT 6 # Title: Action Economy # Version: 1.0 # Purpose: AI-readable specification for timing, turns, and action structure # Target: Language models, AI assistants, game designers, developers # License: MIT ================================================================================ OVERVIEW ================================================================================ Action Economy defines WHEN actions happen. Action Taxonomy (Doc 5) defines WHAT actions exist. HIERARCHY: SCENE -> contains -> ROUNDS -> contains -> PHASES -> contains -> TURNS ================================================================================ SCENE ================================================================================ DEFINITION: A continuous tactical situation (combat, chase, negotiation) SCENE ENDS WHEN: - Combat concludes (victory, defeat, surrender, escape) - Chase ends (caught, escaped, abandoned) - Negotiation finishes (agreement, breakdown, interruption) ON SCENE END: - Armor durability resets - Per-scene abilities reset - Entities catch breath, reset stance ================================================================================ ROUND ================================================================================ DEFINITION: One complete cycle where every entity acts STRUCTURE: ROUND |-- INSTANT PHASE (all Instants resolve) `-- ACTION PHASE (all entities act in initiative order) Rounds repeat until Scene ends. ================================================================================ INITIATIVE ================================================================================ ORDER: REF -> LUK -> d2 1. Higher REF acts first 2. If REF tied: higher LUK acts first 3. If both tied: flip d2 INITIATIVE IS NOT ROLLED. Stats determine order. RATIONALE: REF 10 IS faster than REF 8. Not "probably faster." Faster. MULTI-ENTITY TIES (3+ entities tied after REF and LUK): 1. All tied entities flip d2 simultaneously 2. Higher results act before lower results 3. Remaining ties flip again 4. Repeat until fully resolved PERSISTENCE: Order determined once at Scene start, persists unless REF/LUK changes. ================================================================================ INSTANT PHASE ================================================================================ TIMING: Start of each round, before Action Phase INSTANTS ARE: - Pre-emptive abilities - Granted by Skills, Spells, Traits - Declared at round start - Resolved before any normal actions INSTANT ORDERING: Instant's REF -> Entity's LUK -> d2 - Each Instant ability has its own REF value - Higher REF Instants resolve first - Ties broken by declaring entity's LUK, then d2 EXAMPLE: Fighter: "Battle Cry" (Instant REF 8) Rogue: "Quick Draw" (Instant REF 12) Wizard: "Premonition" (Instant REF 5) Order: Quick Draw (12), Battle Cry (8), Premonition (5) ================================================================================ INSTANT REF SOURCE ================================================================================ Instant abilities SHOULD define their own REF value. Example: Battle Cry (Instant) Instant REF: 8 Effect: Allies gain +2 to next attack If Instant REF not defined: Default to entity's REF RATIONALE: - Some abilities are inherently fast/slow - "Flash Step" is fast because it IS fast - Allows predictable ordering independent of user - Content creator controls when ability fires in Instant Phase ORDERING REMINDER: 1. Higher Instant REF resolves first 2. Tie: Entity's LUK 3. Still tied: d2 ================================================================================ INSTANTS VS INTERRUPTS ================================================================================ | Property | Instants | Interrupts | |--------------|-----------------------|---------------------------| | Timing | Round start | Response to trigger | | Nature | Pre-emptive | Reactive | | Declaration | Before Action Phase | When trigger occurs | | Ordering | By Instant's REF | Immediate when triggered | | Limits | Per ability | Per ability | ================================================================================ ACTION PHASE ================================================================================ TIMING: After Instant Phase ENTITIES ACT: In initiative order (REF -> LUK -> d2) YOUR TURN: - 1 ACTION (use or lose) - 1 STEP (free, adjacent, choose timing) - Unlimited FREE ACTIONS (simple interactions) STEP TIMING: VALID: Step then Action, OR Action then Step INVALID: Step, Action, Step (only one Step) UNUSED ACTIONS: Lost. No banking. No conversion. ================================================================================ ACTION ANATOMY ================================================================================ When taking an Action: 1. DECLARE: State action and target 2. INTERRUPT CHECK: Opponents may use Interrupts 3. RESOLUTION: d20 + modifiers vs threshold 4. MAGNITUDE: If success, determine how much This applies to ALL actions: attacks, spells, social, etc. ================================================================================ INTERRUPTS ================================================================================ DEFINITION: Reactive abilities that fire in response to triggers INTERRUPTS ARE: - Granted by Skills, Spells, Traits - Triggered by specific conditions - Resolved immediately when triggered EXAMPLES: - Parry: When attacked in melee, deflect - Counterspell: When spell cast, attempt to negate - Opportunity Attack: When enemy moves away, strike - Dodge Roll: When targeted, evade NO FREE INTERRUPTS: - Entities without relevant abilities have no Interrupts - Base defense is REF (passive, no roll) - Active defense requires learned Skills INTERRUPT LIMITS: Each ability specifies its limit: - Per round: Resets each round - Per scene: Resets when Scene ends - Per day: Resets after long rest Examples: Parry (Lv1): 1/round Parry (Lv5): 2/round Counterspell: 1/scene Divine Intervention: 1/day NO BASE POOL: Limits defined entirely by abilities. INTERRUPT TIMING: Resolves IMMEDIATELY, before triggering action completes. Example (Parry): 1. Enemy declares Melee Attack 2. You declare Parry 3. Parry resolves (you roll) 4. Success: attack deflected 5. Failure: attack continues INTERRUPT VS INTERRUPT: Resolve in order declared (responder first). Example (Counterspell chain): 1. Wizard A casts Fireball 2. Wizard B uses Counterspell 3. Wizard A uses Counter-Counterspell 4. Resolve: Counter-Counterspell, then Counterspell, then Fireball ================================================================================ READIED ACTIONS ================================================================================ Ready (Action) converts your Action into a conditional Interrupt. PROCESS: 1. On your turn: Declare Ready (costs Action) 2. State trigger and held action 3. If trigger occurs before next turn: - Held action fires as Interrupt - Resolves immediately, even mid-action 4. If no trigger: Action lost PURPOSE: Primary way for characters WITHOUT Interrupt skills to react. ================================================================================ DELAY ================================================================================ Delay (Free) moves you later in initiative. PROCESS: 1. When your turn comes: Declare Delay 2. Specify when to act ("after wizard", "at end") 3. Move to that position THIS ROUND 4. Next round: Reset to natural REF order LIMIT: Cannot delay past start of next round. ================================================================================ SIMULTANEOUS EVENTS ================================================================================ TDGS resolves all events in order. No true simultaneity. SAME PHASE, DIFFERENT REF: Higher REF resolves first. SAME PHASE, SAME REF: 1. Compare LUK 2. If tied: flip d2 MUTUAL DESTRUCTION: If both events would prevent the other, resolve in REF order. Faster entity's action completes first. If REF and LUK identical: flip d2. Winner's action completes. Loser may not get to complete theirs. ================================================================================ SUMMARY: TIMING TYPES ================================================================================ Type | When | Limit | Source ---------|-------------|--------------|------------------ Action | Your turn | 1/turn | Everyone Free | Your turn | Varies | Everyone Step | Your turn | 1/turn | Everyone Instant | Round start | Per ability | Skills/Abilities Interrupt| Response | Per ability | Skills/Abilities Readied | On trigger | 1 (Ready) | Ready action ================================================================================ SUMMARY: FULL STRUCTURE ================================================================================ SCENE (combat, chase, negotiation) | `-- ROUND (repeats until Scene ends) | |-- INSTANT PHASE | `-- All Instants resolve (by Instant REF -> LUK -> d2) | `-- ACTION PHASE `-- Each entity in initiative order (by Entity REF -> LUK -> d2) | `-- TURN |-- Step (free, once, choose timing) |-- Action (one, use or lose) | |-- Declare | |-- Interrupt check | |-- Resolution | `-- Magnitude `-- Free actions (unlimited) | SCENE ENDS -> Effects reset (armor, per-scene abilities) ================================================================================ IMPLEMENTATION NOTES FOR AI SYSTEMS ================================================================================ INITIATIVE CALCULATION: entities.sort(by: REF desc, then LUK desc, then random) INTERRUPT PROCESSING: on_action_declared(action): for each entity with relevant Interrupt: if entity.wants_to_interrupt(action): if entity.can_use_interrupt(): resolve_interrupt() decrement_interrupt_uses() resolve_original_action() INSTANT PROCESSING: at_round_start(): collect_declared_instants() instants.sort(by: instant.REF desc, then entity.LUK desc, then random) for instant in instants: resolve_instant() SCENE MANAGEMENT: on_scene_end(): for entity in entities: reset_armor_durability() reset_per_scene_abilities() ================================================================================ DOCUMENT STATUS ================================================================================ STATUS: Canonical VERSION: 1.0 All timing, turn structure, and action sequencing in TDGS conform to this document. ================================================================================ CANONICAL URLS ================================================================================ Human-readable: https://tacticaldice.com/docs/tdgs/actioneconomy AI-optimized: https://tacticaldice.com/docs/tdgs/actioneconomyforai ================================================================================ END OF DOCUMENT ================================================================================

## INITIATIVE ORDER

PriorityComparison
1stHigher REF acts first
2ndIf REF tied: Higher LUK acts first
3rdIf both tied: Flip d2 (coin flip)

## YOUR TURN

ComponentLimitNotes
Action1Use it or lose it
Step1Free, choose timing
Free ActionsUnlimitedSimple interactions

## TIMING TYPES

TypeWhenSource
ActionYour turnEveryone
FreeYour turnEveryone
StepYour turnEveryone
InstantRound startSkills/Abilities
InterruptResponseSkills/Abilities
ReadiedOn triggerReady action

## INSTANTS VS INTERRUPTS

PropertyInstantsInterrupts
TimingRound startResponse to trigger
NaturePre-emptiveReactive
OrderingBy Instant REFImmediate