Time works for characters in the imaginary world of the Wasteland like it does in the real world.

Minutes, hours, days, and months can pass as the characters explore and grow in power.

Only during certain situations is the measure of time more precise. Then the round (also known as the combat round) is used.

The Combat Round

When things really start happening, time is broken down into six-second segments called rounds, or combat rounds, since they’re most often used in fights.

A round isn’t very much time, just long enough for you to do something. The types of actions you can perform during a round are standard actions, move actions, minor actions, full-round actions, and reactions.

During a round each participant gets is turn, and on your turn you can do one of the following:

  • Take a standard action, a move action and a minor action;
  • Substitute a standard action for a move or minor action, or substitute a move action for a minor action, so you can take:
    • One standard action and two minor actions;
    • Two move actions and one minor action;
    • Three minor actions;
  • Take a full round-action;

Reactions happen outside of your turn, and usually you can perform only one per round.

Standard Actions

A standard action generally involves acting upon something, whether it’s an actual attack or using some skill to affect something.

You’re limited to one standard action in a round.

Move Actions

A move action usually involves moving. You can move your speed in a single move action or twice your speed in a round by taking two move actions.

You can take a move action before or after a standard action, or split your move action before and after your standard action. Move actions also include things like standing up from being knocked down or retrieving items stored in a place not directly accessible.

You can take up to two move action in your turn (and still do a minor action).

Minor Actions

A minor action is something simple that doesn’t take you to much concentration or enables you to do something more interesting.

Minor actions include things like talking, pulling an item from a pouch, holster or sheath, picking up an item in your space or in an unoccupied square within reach, dropping a held item, opening a door and so forth.

You can take up to three minor action during your turn, if you forego all other actions.

Full-Round Actions

A full-round action occupies all your attention for a round, meaning you can’t do anything else that round.

Full-round actions include charging an opponent at full speed or moving as quickly as you can. Certain maneuvers require a full-round action to perform, as do some skills.


A reaction is something you do in response to something else.

The most common reactions are readying action and opportunity attacks, but lots of special abilities require you to use a reaction.

When you take a reaction, you can’t take another one until the start of your next turn. Any effect that denies you the ability to take actions also prohibits you from taking a reaction.

Saving throws are not reactions, so you’re not limited in the number of times you can do them.

Saving Throws Abilities
Basic Rules


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