During your turn you may do a number of things equal to DEX/2 rounded up:
Move a number of spaces equal to your DEX
Attack a target or targets, though you may only attack once in a turn unless an effect or item lets you.
Preform first aid to heal yourself or a target for 1d8+CON Damage.
Defend yourself or another person, reducing incoming damage by half or more if an effect or item allows you.
Use an Item, such as a potion or grenade during a battle. You may use a number of items equal to your INT/2, but only a single type of each.
Flee. Running is a viable tactic after all. Retreat can mean that death won't happen, and you can still earn XP even if you do run.
is that wise? People already can start with 4 dex, and it will really not take long until people have 6 dex.
so what, you attack an enemy, but also heal yourself AND defend yourself so incoming damage is halved?
this clutters up combat SOOOOO much, and worst of all, makes it last so, so much longer.
I think people should be limited to one offensive and one defensive action, and *maybe* gain more at *high* dex values. As it stands, people very quickly have access to a huge amount of actions that makes combat a pain.
((also, first aid really should take a whole turn, if not longer. Also, it should be weaker than healing magic))
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another concern I have is the skillcap. We have 7 traits, out of which, depending on our build, 3 are easily ignored, maybe even 4. There is no reason not to very quickly max those stats out. And here the problems start. with only stats really relevant, there is no reason not to have them all pretty much at max. At higher levels, characters will be poorly distinguished from another, because there is nothing to stop you from having both high dex, defence, accuracy and damage. Every character will feel the same. I think the cap should be raised, so people can distinguish themselves from others more easily.