Third Action is a Pathfinder actual play built around a steady table: host Jason and three returning players, with Char, Will and Adam among them. The intros set the tone before a die is rolled. The players are introduced as the same three marks, layabouts or saboteurs, each given a spot on screen from bottom left to bottom right. Some episodes hand the greeting to Karzug, a self-described menacing host who calls the players impudent whelps or buffling buffoons, forgets what one character is and declares the player insignificant. The excerpts show two separate parties. In one, Char plays Regan Belladonna, a catfolk wizard, and Will plays Mayhem, a human vigilante fighter, with Felix Milos, a human bard, completing the group. In the other, Char plays Asher Ford, a human ranger, Will plays a halfling druid and Adam plays a human champion. The fights are detailed and cheerfully mechanical. One action can send a troop of bone slayers into a barrage at a target within 200 feet, and the enemies roll reflex saves. Stone giant troops spend their turns rotating and reloading a ballista. A lightning bolt is lined up to cut through three enemies, one of them a storm giant that is immune to the damage. Temporary hit points get sorted out on the character sheet, and the table stops to hunt for the hazards page when a rule needs checking. None of it stays straight-faced for long. A crit-failed stealth check earns Felix a 'you're so loud' from the table. A man rants to an empty street while throwing his cookware, and someone suggests catching a flying pot to wear as a helmet. A mob of ten or fifteen men sends the party ducking through alleys and back streets. The chat around the game is just as loose: Jason back from Australia and New Zealand, a player's Easter squishy toy kept for stress during battle, a passing thought about doing a Game Changer voice. The sign-offs keep up the mock grandeur, right down to hoping everyone had a lovely time getting disintegrated. Episode titles follow a tidy pattern, among them 'The Moon Maidens', 'The Tall Knife', 'The Enthralled', 'The Mirage' and 'The Apprentice'. What a listener gets is a table that takes a crunchy system seriously enough to count every action, and not seriously at all when the dice turn against it.