Standard/Move/Minor?

There's a time tax associated with switching players but limiting the actions to one a round can keep the game moving faster. By reducing the time between rounds, you don't lose as much time by players having to re-acclimate to the situation.

This might actually be something that can be investigated in an experiment/study.

For example, there are several card games or board games where each player makes 1 decision per turn. There are also card games or board games where you make multiple decisions per turn.

You could set up two similar games, and time the interactions. See if the process switch has more of an effect than the time to make multiple decisions.

My hypothesis is that 1 action will be faster, because the possible moves by your opponents is less, making easier to decide what to do in advance.
 

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I'm currently very used to the Savage Worlds approach. On your turn, you can move your pace/speed and perform actions. Usually, you only perform one action, but if you want, you can do multiple things at the same time (within reason). You have to declare that you're doing this in advance, and you take a penalty to all actions for each additional action you take.

You don't have to determine if this is a move action or a minor action. There are just actions and free actions (like talking or dropping things). Movement isn't an action type because all you can do is move your pace or run. Every other type of movement is considered an action.
 

I like the standard, move, minor (SMM) system for the most part. I have been experimenting with removing the move action and making the action system one of simultaneous actions where the Standard and Minor actions represent the degree of attention required to pull something off (as opposed to time, for example). Movement, talking, etc. are simultaneous things that normally aren't "actions" at all, just things to do at any time during the turn. Some things that are actions (e.g. melee attacks) would be compatible with these simultaneous actions, while others (e.g. aimed ranged attacks or spells) might not be "parallelizable." In the latter case normally simultaneous things like movement cannot occur during the action, and if they have already started they end for the turn. For things like aimed ranged attacks or spells this is functionally equivalent to SMM. I also think it strikes a slightly better balance between game structure and descriptive freedom than SMM.

I also have an intuitive affinity for the notion that a person has enough attention to do one major thing and one minor thing each round. Reducing the number of actions also reduces the amount of disparity that can occur at the table due to some that optimize the heck out of actions others use more sparingly. Of course, limiting a round to one action would do this as well, but there are lots of things in the game that benefit from the smaller unit in my opinion. With only a single action one has to decide whether drinking a potion is a free action (in which case one pretty much has to say it can only be done once a round anyway) or a standard action (which would have pretty wide-spread implications). Actions are the single most important resource a character has in combat, so changing this with a dial is a tall order. Indeed, actions are so ubiquitous in the game that trying to support multiple system could also have a large impact on the published presentation of the game. This is perhaps the most difficult aspect of the game to modularize, and for the presentation issues alone I wouldn't be surprised if the game chose a single action economy and stuck with it, with perhaps a few very minor options. (I'm otherwise quite optimistic about the potential for modularity to work.)

Finally, a mathematical curiosity about action systems. Suppose one wanted to use an action point system in D&D. That is, each round there are a given number of points to spend and every action uses a specified number of points. Maybe the goal is to allow a more nuanced spectrum of fast and slow actions, that doesn't really concern me here. However, for balance reasons suppose one also wanted to define a baseline number of points for these actions in order to preserve the idea that one can take at most a single "standard action" in a round, at least but never more than 2 "move actions" in a round, and at least but never more than 3 "minor actions" in a round. This system with those conditions can be represented as a constrained linear system, and it turns out that this system has no solution regardless of what numbers one might try. In other words, the fundamental behavior of SMM cannot be reproduced in any action point system and vice versa. This also means that any attempt to place literal times on actions (e.g. a standard action is 4 seconds, etc.) without also allowing that some actions have a "simultaneous" component will necessarily fail. (Not that people usually try to interpret actions so literally.) Given the sequential nature of SMM, I find that quite interesting.
 
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I like standard/move/minor actions well enough. I haven't had any problems with immediate interrupts, but immediate reactions tend to confuse things because it makes people do attacks or movement out of order, so people think it acted when it hasn't had its turn.

For minor actions, I hate that potions exist there. Why not just allow potions to do enough healing that it is worth spending a standard action (and getting the potion out). Namely, why not just allow it to restore you to full hp instead of only doing 10hp of healing?
 

This might actually be something that can be investigated in an experiment/study.

For example, there are several card games or board games where each player makes 1 decision per turn. There are also card games or board games where you make multiple decisions per turn.

You could set up two similar games, and time the interactions. See if the process switch has more of an effect than the time to make multiple decisions.

My hypothesis is that 1 action will be faster, because the possible moves by your opponents is less, making easier to decide what to do in advance.

I'm fairly sure that if you give multiple actions per person's turn, the game slows down in some exponential fashion. If you get to do one thing on your turn, you choose the most immediate thing you have to do (sometimes you quibble about what's best, or whether to take a risk). If you get two things, especially when they are functionally different things, you have to consider not only what you do for each thing, but in what order you do the things. Three things of three different classes and the ordering becomes much more complicated (who hasn't, in the middle of the turn, declared that they meant to use their minor action to get some bonus before making the attack?).

Taken to the extreme, if you had three rounds of S/M/m to decide at once (and so did everybody else) then you'd spend way too much time planning. However, the other extreme of one action of some kind per turn leaves people unhappy that they waste their turn doing something minor. I would make almost all minor things free actions (and avoid having a load of powers that can be activated for small benefits for free actions), but have major movement and attacks as real actions. Do you want to attack or move (or charge you lucky thing)?
 


I think S/M/M works well and really cleaned up tactical play, especially with the removal of iterative attacks.

I'd like to see APs and interrupts/reactions retained, but ONLY as optional modules. They provide some great tactical options but at increased complexity, and for simpler, more free-flowing combat I think they get in the way.
 

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