We went through many iterations of the rules before settling on a 3-action economy for The Snarl. In other words, on your turn, your character has 3 actions to spend. The specific things you can do are defined as moves, and each move costs a specified number of actions.
If you’ve played Pathfinder 2 you are familiar with this kind of economy. Ours is similar, and it’s nothing new or groundbreaking on its own, but it does include some twists to fit with our other mechanics.
We chose it over systems that broke down your actions into different types (like D&D’s action/movement/bonus actions, or Draw Steel’s main action/move/maneuver) because we preferred its more open-ended aspects.