Why I'm Not Wild About Action Points...
Okay, I've skimmed the thread and it looks to me like y'all are bearing down on a re-write of Snapshot or AHL, with action points, etc. Here's my off-the-cuff list of reasons I'm not wild about action points, along with some observations/comments. Not intending to crap on your parade, but you might want to address these concerns if possible (or not).
My CV: Been a wargamer longer than a roleplayer ~32 years vs 30 years, if I've got it figured right. Designed one series of commercial miniature rules (A Fistful of TOWs, FFT2 and the upcoming FFT3, which will include a sci-fi supplement). Have released a dozen or so sets of free miniature rules (and scores that were far too awful to ever see the light of day) on the internet about assorted odd topics. Been a CT referee since the beginning. I have some very strongly held opinions about what makes a good game design, but I'm also willing to admit that most of them are highly subjective. Anyhow, on to the comments:
1. Seems to me that any game that requires tracing APs will necessarily limit the number of figures involved to a dozen per side. So this is what I'd call an MTM game, (man to man), not a skirmish game proper (where each side can have scores of figures).
2. AP systems require that only one figure act at a time. Even with interrupts, only one figure is actually doing something. This has several implications:
a. It slows the game down. If each figure consumes an average of (say) one minute per game turn, then a battle with 12 men on each side will probably take 30 minutes per turn. Twice as many figures will double the time required. This also seriously limits the number of figures that the system can easily accomodate.
b. Modern infantry tactics require that soldiers act in unison. An AP system seems to me to be singularly ill-suited for modeling such tactics IMHO. There are several reasons, but the main one is that in AP systems, each figure does his entire action (perhaps subject to interrupts) and this just destroys the feel of simultaneous operations. I think that a tactical game has to have a carefully crafted sequence of play to accurately model real world infantry tactics. For an example of how I'd approach the subject without APs, see my Combat System C in the CT forum.
http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=17031 (I am *not* trying to hijack the thread. Merely showing how I put together a sequence of play that I think can model infantry tactics like bounding overwatch, suppression fire tactics, etc.)
c. I've always found AP systems to just "feel" too artificial.
3. As players of Fistful of TOWs are aware, I prefer single die mechanics. (Combat System C uses 2d6, but that's *only* because it's a CT plugin; I'd prefer to use 1d10 for all 2d6 rolls). The main advantage is "batch processing" -- you can make a large number of rolls at the same time. If the system is well designed, you can make two or three series of rolls extremely quickly. For instance, this is the to hit system for my d10 version of Combat System 3:
--Roll 1d10 to hit. Automatic weapons get multiple dice.
--For each hit, roll 1d10 to penetrate.
--For each penetrating hit, roll 1d10+damage modifier for damage.
Three fast rolls, successive rolls using dice that succeeded in the previous roll. I strongly recommend the mechanic. However, I understand that Traveller has mostly been a 2d6 kinda game.
4. AP systems are very multiplayer game unfriendly because only one figure (and its player) is doing something at a time.
5. I'll always pick fast and fun mechanics over detailed and painful mechanics, even if the fast and fun mechanics are less "realistic" (whatever that means).
6. I believe that a game should show *only* the amount of detail that is important for the fight. So in FFT, for instance, a tank stand is removed whenever it is out of the current fight. The rules don't distinguish between a catastrophic ammo hit, a damaged track or a sudden uncontrollable desire to retreat. They're all "kills" in game terms. An RPG combat system needs far more detail than a wargame. Seems to me that a wargame could get by with Combat Effective, Combat Impaired and Combat Ineffective.
7. I design for the most common conditions. I.e., the most common conditions are built in to the mechanics. If, in most combats, a figure will be in cover, then I'd assume that in the combat charts. Then, I'd give a bonus to hit someone in the open. That kind of stuff.
8. In the Real World, combat always takes far longer than it should. So I'd avoid turns that model incredibly short periods of time.
More to come, I'm sure.