Two turns. One round.
Initiative runs through the order twice. Each character takes one action on each turn, with one bonus action and one reaction across the round. Movement is shared between both turns.
AN ORIGINAL ROLEPLAYING SYSTEM
The rules behind the world. Built for powerful characters, active defenses, and a party that fights together.
Wish Chronicles is growing out of the campaign’s custom rules into its own system. Familiar terms such as action, bonus action, turn, and round remain, while combat is being reworked around shorter turns and meaningful interaction.
The foundations below introduce the direction of First Edition. They are not a replacement for the complete rulebook.
Initiative runs through the order twice. Each character takes one action on each turn, with one bonus action and one reaction across the round. Movement is shared between both turns.
Withstand an attack, spend Guard to Block its pressure, or Evade. AC and saving throws remain part of resolving danger.
Maximum Guard equals half Proficiency Bonus, rounded up. Breaking it creates a brief window of increased damage and weakened defenses that allies can exploit.
Coordinate turns, force movement, or commit to a weapon clash. Teamwork changes what the enemy can do, not only how much damage the party deals.
THE RULEBOOK SHELF
The complete rulebook will be published here, alongside reference sheets and future revisions.
Full rulebook not yet released.
This page will identify each release by its version and date.
No. The core rules are being written, and character classes still need conversion. This is the home for the developing First Edition.
You can explore the system without reading campaign spoilers. Setting introductions and rules will remain clearly separated.
The rulebook shelf on this page will hold the published edition and supporting player references when they are ready.