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Mechanics

The Three-Action Economy

Combat resource system of 3 actions + 1 reaction per turn, with decreasing [[compendium:rule:Multiple Attack Penalty]] on subsequent Strikes.

Each creature in PF2e gets 3 actions and 1 reaction per round. This replaces the action/bonus action/movement split of other systems.

Action Types:

  • Actions (1, 2, or 3 actions): Most things cost 1 action (Strike, Step, Seek, Interact, Raise a Shield). Some cost 2 (most spells, many activities) or 3 (a few powerful spells).
  • Free Actions: Triggered actions that cost nothing (dropping an item, speaking a short phrase).
  • Reactions: One per round. Triggered by specific circumstances. Examples: Attack of Opportunity, Shield Block, Champion's Reaction.

Key Single-Action Activities:

  • Strike: Make one melee or ranged weapon attack.
  • Step: Move 5 feet without triggering reactions.
  • Seek: Use Perception to find hidden creatures or objects.
  • Interact: Pick up an item, open a door, draw a weapon.
  • Release: Let go of something you're holding.

Ready (2 actions): Prepare an action to take later when a specific trigger occurs. You choose a single action and a trigger (e.g., 'I Strike the first enemy that opens the door'). If the trigger occurs before your next turn, you take the readied action as a reaction.

No Delay Action: Unlike some other systems (e.g., D&D 5e), PF2e has NO Delay action. You cannot voluntarily move your position in the initiative order. You can Ready an action instead, but you cannot simply hold your entire turn.

Multiple Attack Penalty (MAP): Each Strike after the first in a turn takes a −5 penalty (−4 with agile weapons). Third attack is −10 (−8 agile). Some feats and abilities modify this.

Why It Matters: Every action has equal weight. Moving consumes the same resource as attacking. This makes positioning, buff actions, and utility meaningful rather than free.