Ah, discussion begins
Er, does this mean the game design is over? - Guys?...
Nope, just a change of directions.
no turns, no initiative, just the expenditure of action points one at a time equally by all characters. each action requires a certain number of action points. trained and/or more capable characters require fewer action points to perform a given action. for example, if it normally takes 3 action points to draw a sidearm, a character with high dexterity or high training requires only 2, and a character with both requires only 1.
Sounds interesting.
Does everyone have the same number of action points to use each turn/sequence. Does training change speed of actions (ie how many Ap's) to do x skill/action?
And who goes first?
example. during a shootout character one decides to run across a corridor. he needs 4 action points to do so. character two is trying to shoot one of several characters and is not focused on character one. one begins, and expends 1 action point. two notices this, and elects do drop whatever else he's doing and begin responding. next cycle, one expends another action point crossing the corridor, and two expends an action point orienting towards him. next cycle, one expends another action point crossing the corridor, and two expends an action point beginning to aim - he needs 2 total, and then another to shoot. next cycle one expends his last action point crossing the corridor, and two realizes he has no time to finish aiming and still get off a shot. as one expends the last action point crossing the corridor two stops spending action points on completing his aiming and instead expends an action point on an unaimed shot.
Sounds like a RTS game. That has some difficulties to overcome in a physical world of people versus a computer run enviorment.
Who declares first what their first action is? Does everyone write down what they plan to do then expose them at the same time?
Lots of time in between waiting for each player to determine what they are doing on each action point. Not so bad if their is only 2 or 3 players/characters but can get very tedious if more cause lots of 'Ok now ch1 did this and ch2 now does what, next ch3 does what and so on.'
How many actions does a character get per turn? If all characters do not have the same number of action points available per turn, who goes first? (an example of a game that has dealt with this kind of issue, CarWars(T), dealing with speed and movement.
How many actions points can be expended in a turn?
Ok now for my comments and not necessarily the answers to anything.
In my role playing game, combat turns are 3 seconds.
Each player declares verbally what they are going to do (if any player starts abusing this then they write it down.)
There is a list of things that I have that shows about how long it takes to do something.
Skills are taken into consideration when determining who does what first.
Example say both characters are in a gun fight (this will be very general concept and not the full blown version)
Both declare that they are going to draw at the same time
Both have speed draw, ch1 has level 2 and ch2 has level 3
Both have high dex, ch1 15, ch2 14
Both have handgun combat with their pistol of choice that they are drawing (both have it level 4)
Basically considering skills and stats they are equal, How?
ch1 2+15+4=21
ch2 3+14+4=21
now they roll
High roll wins and gets to determine a to hit roll resolved and damage determined
Then next gets their roll and etc applying any mods for the damage
What if they tie. Both do the hit and damage at the same time
Depending on what type of dice is used, I will also allow full effect of damage to take place if the dice difference is very large on the quick draw roll
Also when being picky, type of holster, type of gun, weight of gun versus character str, enviorment (light, winds, dust), emotion of the character and more. This is extremely picky and only used when either requested by the player or the death of the character will make one of the players very upset. I don't use it all the mods if both players are good about it being roleplaying.
Back on point:
How much do you use for mods to determine who has the best advantage?
Space Marines (T) lastes version when you get done creating your armies basically it comes down to:
If you have certain type units and you have the highest point total, you will always win.
I don't like that kind of mod determination. I like a bit of flare, luck and sometimes the dice gods don't favor you today.
Dave Chase