Incenjucar
Legend
I can understand not allowing minor actions to be used for attacks - they work best as situation modifiers. Wildshape, summon, heal, buff, light, bluff, etc. Removing them is just making more work in the long run.
I hadn't seen Capes before. Just glanced at it now. Looks interesting.
And pretty good evidence that I was wrong. Rules lite does not have to mean GM fiat. I'll still claim that it often DOES mean that, mind .
The only downside I fear to the "one action a turn" is that it would return combat back to being much more static due to the idea that I think most players have... which is that attacking is the fun part, whereas moving is the necessary part TO get to attack.
If you have to either move or attack on your turn... that means that the more mobile attacker ends up attacking only 50% as often as the frontline melee attacker.
The frontline melee attacker charges on round 1, and then spends each subsequent turn attacking, attacking, attacking. No movement ever being necessary. The ranged or mobile attacker, however, spends a round to move, then next round attacks, third round moves, fourth round attacks etc. And for many players, that just won't seem as fun. So what'll happen I fear is that characters who should be mobile, won't end up being so merely because the player doesn't want to "waste" potential attack turns by running around.
Now, this could be easily solved by expanding the "Charge" attack concept to include "mobile charging"... where any character can use their turn to move their speed and then attack, and that attack can be ANY type... melee, ranged, spell etc. Which then allows the mobile character to attack just as often as the frontline one. Of course, whether or not those "mobile charges" would be balanced is a different question entirely.
Star Wars Saga though did have some good uses for minor actions and led to some interesting decisions.
The "action economy" & grid seems to work to slow play down a lot...
...However, I think you're missing the effect that the speed of resolving rounds has on the combat. When a player's turn takes all of about 10 seconds to resolve a complicated turn and only 3 or 4 seconds for a typical turn, things move so fast that we mentally get away from the "action economy" mentality that slows down play.