Action! System Core Rules (Free Version)
Action! System Character Sheet
Action! System SRD (HTML)
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Action! System Core Rules (Free Version)
Action! System Character Sheet
Action! System SRD (HTML)

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after years of demands, sega finally makes anther gaming system
Time Trials
So, my original idea for an action point system was a little convoluted (3 flavors of action points) and still felt more like a tactical game than a roguelike (reloading points every round). As such, I’ve done some thinking and have a new idea on how to handle both time and actions in the world.
Here’s the basic idea:
Every action costs 1 or more Time Units (TU), and most, indeed, cost 1 TU.
A basic claw attack, for example, ticks the world forward 1TU. As would a fireball, but that would also cost some of your Energy.
Movement is the one that is a little bit tricky still, but I think it hits that free-flow meets turn-based sweet spot.
Basic movement still costs 1TU, but you get multiple spaces of movement per TU this way.
The basic algorithm is you get your monster’s Speed value in moves.
Your monster also has a base Land move and base Water move cost (let’s say they default to 1 and 2, respectively).
So, if you have a Speed of 6, you can move 6 Land spaces, 3 Water spaces, or some combination adding up to 6.
Once you run out of moves, or end your move, the world time ticks up.
The secret sauce: If you still have at least 1 move left, you can take another action, which will activate before ticking up the time. Time will move up the cost of the move PLUS the action, but this means that you won’t move into position only to have everyone move before you can get your attack in. It will leave you a bit more vulnerable, though (as your enemies get 2 TU to work with before you move again).