From Lost Fables Wiki
Round of Combat
A round of combat consists of a set of turns from all participants in a turn order. Each participant has roughly five seconds to complete their action(s) in roleplay. In a round a participant will receive either: 1 Round Action and 1 Interrupt Action or 1 Standard Action, 1 Fast Action, and 1 Interrupt Action. A participant cannot act outside of their actions available, otherwise, it is considered power-gaming.
Participants will roll 1d20 plus modifiers if they receive them. These modifiers can be given out at DM’s discretion, with magics, with items, and with templates.
One Block Step
Participants can, on their turn, take a single step by one block in any direction without expending a fast action.
A round action consumes all your effort during a round. The only movement you can take during a round action is a side step before, during, or after the action. A participant can also perform free actions.
Example: Steve the mage would begin to focus on casting a master spell. The man focused his entire being on gathering the energy for the spell as it began to form in front of him, the energy beginning to coalesce at his outstretched palm.
A standard action allows you to do something, most commonly make an attack or interact with something. There are additional unique standard actions a participant of the turn order may take. A participant may also choose to take a side step before, during, or after their standard action. Example: Jimmy the Fighter twists back his hips, his eyes staring straight daggers right at the crooked criminal in front of him. Suddenly, flinging forward his fist, fully utilizing his entire form as he thrusts a mighty punch straight into the jaw of the villainous bandit.
A Fast action is quick and consumes a very small amount of time but represents a larger expenditure of effort and energy than a free action. This would be something like moving.
Example: Gorkor breaks into a sprint, his muscles flexing and tightening as he propels himself forward a few blocks.
Free actions consume a minuscule amount of effort. You can perform one or more free actions while taking another action normally. However, there are reasonable limits on what you can really do for free. Talking would be an example of a Free Action.
Example: “How is it going, fellow human.” says the doppelganger to the elf.
An Interrupt Action plays similarly to a Fast Action however, these can be done at any time during a round rather than on your turn. Usually, these are magical or supernatural abilities. An Interrupt Action can also be used to block, parry, or dodge an attack (To see the rules for blocking, dodging, and parrying - please visit the Movement page).
Example: The gigantic magical construct suddenly begins to glow amongst the battlefield. Multiple arrows flying at the beast, before then in just a moment the construct completely disappears. Appearing miraculously behind the crowd of adventurers. “ᚾᛟᛏᚺᛁᚾᚷ ᛈᛖᚱᛋᛟᚾᚨᛚ ᚲᛁᛞ” is what emanates from its form...