{"tab":"ai","section":"generateActionInfo","title":"Action Info","summary":"Fires on action resolution and combat. High priority: governs all mechanically-weighted actions — combat, spells, skill checks, and social rolls. Missing rules create inconsistent outcomes.","kind":"schema","uiLocation":"AI Tasks → Advanced → Action Info","uiSubtitle":"\"Action Info Instructions\"","editor":"Graphical form (labeled textareas)","related":[{"section":"generateStory","note":"primary narration"},{"section":"resourceSettings","note":"resource definitions used in combat"}],"wikiUrl":"/ai/generateActionInfo","schema":null,"sizeLimits":[{"id":"aiInstructionIndividual","group":"AI Instructions Limits","label":"Each string leaf under a task (`aiInstructions.<task>.<key>`)","measure":"rawChars","enforced":5000,"display":5000,"sections":["ai/aiInstructions","ai/generateStory","ai/generateInitialStart","ai/generateCharacterBackground","ai/generateNPCDetails","ai/generateNPCUpdates","ai/generateLocationDetails","ai/generateRegionDetails","ai/generateFactionDetails","ai/generateEncounters","ai/generateItemGenerationAndUsage","ai/generateActionInfo","ai/generateNPCIntents","ai/generateNewNPC","ai/generateLearnedAbilities"]},{"id":"aiInstructionPerTask","group":"AI Instructions Limits","label":"Per task (`aiInstructions.<task>` total, sum of instruction chars)","measure":"rawChars","enforced":20000,"display":20000,"sections":["ai/aiInstructions","ai/generateStory","ai/generateInitialStart","ai/generateCharacterBackground","ai/generateNPCDetails","ai/generateNPCUpdates","ai/generateLocationDetails","ai/generateRegionDetails","ai/generateFactionDetails","ai/generateEncounters","ai/generateItemGenerationAndUsage","ai/generateActionInfo","ai/generateNPCIntents","ai/generateNewNPC","ai/generateLearnedAbilities"]}],"blocks":[{"type":"example","lang":"json","code":"{\n  \"aiInstructions\": {\n    \"generateActionInfo\": {\n      \"custom\": \"## Success levels\\nFour outcomes: Critical Failure, Failure, Partial Success (goal achieved at a cost), Success, Critical Success.\\n\\n## Difficulty scale\\nEasy — routine for someone with the skill. A trained character succeeds without drama.\\nMedium — requires real effort or focus. A trained character succeeds with consequence possible.\\nSomewhat Hard — meaningful risk even for specialists.\\nHard — specialists may fail. Untrained characters almost always fail.\\nVery Hard — specialists require exceptional effort.\\nExtremely Hard — requires exceptional skill AND favourable circumstances.\\nImpossible — no mundane attempt can succeed.\\n\\n## Combat\\n[Add: how damage scales with success level, armor and weapon interactions, flanking or environmental advantage rules]\\n\\n## Social and skill actions\\n[Add: social difficulty calibration, what actions qualify as Easy vs Hard, per-domain guidance for your world's primary skill categories]\\n\\n## Magic\\n[Add: difficulty axes for spells — scale (how much reality changes), complexity (precision required), opposition (target resistance). High on two axes: Very Hard. All three: Extremely Hard or Impossible.]\"\n    }\n  }\n}"},{"type":"prose","md":"## Fields\n\n### custom\n\nThe only key — free-form rules the engine applies when resolving any mechanically-weighted action."},{"type":"prose","md":"## Authoring pattern\n\nCover in `custom`:\n\n- Combat system (e.g. D&D 5e structure, four success levels: failure, partial, success, critical).\n- Class strengths and equipment restrictions — which armour classes each class can use.\n- Skill check DC scale from easy to extreme.\n- Magic difficulty axes: scale, complexity, opposition.\n- Item use in combat: rules for how items affect resolution (e.g. \"this potion heals 20 HP mid-combat\") belong here, not in [`ItemGenerationAndUsage`](/ai/generateItemGenerationAndUsage)."}],"body":"## Example\n\n```json\n{\n  \"aiInstructions\": {\n    \"generateActionInfo\": {\n      \"custom\": \"## Success levels\\nFour outcomes: Critical Failure, Failure, Partial Success (goal achieved at a cost), Success, Critical Success.\\n\\n## Difficulty scale\\nEasy — routine for someone with the skill. A trained character succeeds without drama.\\nMedium — requires real effort or focus. A trained character succeeds with consequence possible.\\nSomewhat Hard — meaningful risk even for specialists.\\nHard — specialists may fail. Untrained characters almost always fail.\\nVery Hard — specialists require exceptional effort.\\nExtremely Hard — requires exceptional skill AND favourable circumstances.\\nImpossible — no mundane attempt can succeed.\\n\\n## Combat\\n[Add: how damage scales with success level, armor and weapon interactions, flanking or environmental advantage rules]\\n\\n## Social and skill actions\\n[Add: social difficulty calibration, what actions qualify as Easy vs Hard, per-domain guidance for your world's primary skill categories]\\n\\n## Magic\\n[Add: difficulty axes for spells — scale (how much reality changes), complexity (precision required), opposition (target resistance). High on two axes: Very Hard. All three: Extremely Hard or Impossible.]\"\n    }\n  }\n}\n```\n\n## Fields\n\n### custom\n\nThe only key — free-form rules the engine applies when resolving any mechanically-weighted action.\n\n## Authoring pattern\n\nCover in `custom`:\n\n- Combat system (e.g. D&D 5e structure, four success levels: failure, partial, success, critical).\n- Class strengths and equipment restrictions — which armour classes each class can use.\n- Skill check DC scale from easy to extreme.\n- Magic difficulty axes: scale, complexity, opposition.\n- Item use in combat: rules for how items affect resolution (e.g. \"this potion heals 20 HP mid-combat\") belong here, not in [`ItemGenerationAndUsage`](/ai/generateItemGenerationAndUsage)."}