For much of the game you can do what you will with your time. You can create an abundance of arrows, build a campfire, hunt for game, etc and there is no constraint on time other than that of realism. Obviously you could not run to the next town, buy supplies, and return to the party in a single post and expect the scribe to allow that.
When combat begins each player is given a base of 10 action points(ap). These can be modified through high dexterity scores and items. Every weapon has a weapon speed. The weapon speed indicates how many base ap are required for one attack. Ap of attacks can be modified from weapon skill levels and items. The damage is rolled if the attack is successful.
How to hit: Declare that you are attacking, with what weapon, and who in your post. Include how many ap's are used in the attack. Then roll the Attack - Skill(your weapon skill here) dice. If you hit, follow the post with another dice roll for your damage and include any modifiers from high strength scores or items.
On successful hits, the damage that you rolled is subtracted from your opponants hit points.
Spell Attacks:Spells have a cast time, this indicates how many AP are required to cast it. It is important to indicate exactly where you are aiming and the effect you desire. Many spells are area effect related. If the spell allows the victim to make a savings throw the Elder Scribe will roll for them and distribute the damage accordingly.
Blocking: To block you must state that you are Blocking and how many AP you are blocking with. To block you must have a weapon, buckler, or shield equiped. With weapons and bucklers every AP spent blocking will reduce the damage you take in a single combat round(a day of real time in most cases) by 1 point of damage. Shields will increase the effectiveness of your blocking. Small shields will add 1 point of damage obsorbed for every 4 AP spent blocking. Medium Shields add 1 point of damage obsorbed for every 3 AP spent blocking, and Large shields will add 1 point of obsorbed damage for every AP spent blocking!
Accessing Items not equiped: Items not equiped require 2AP to use. The player must move the item from their carried items to their equiped items within their character profile.
Movement: A character can use 1 ap to move a number of feet equal to their movement rate which is race dependant.
Other: Any desired action can be taken, but requires AP if you manipulate anything.