Okay let's look at this as a session to identify area's of public perceived weakness. Without the need to redefine the wheel in the process.
Q: What is it we need to accomplish in combat?
A: Have a system in place that is both easy to use, makes sense, and feels fun and logical.
Proposed ideas, have been
- Action Points. Which assign each action (movement, attack, spells, counterattacks, etcetera) a point value.
- D&D style Combat. You have a Standard Action, and a Move Action and a minor action.
- Standard Action
- Can be used to Attack. (The number being determined by your combat speed.)
- Can be used to cast a spell. (The number being determined by your combat speed.)
- Can be used to set up a Counter Attack.
- Can be converted to a Move action, or a Minor Action.
- And other ideas the groups come up with.
- Move Action
- Can be used to move up to your unit specified distance. (This doesn't affect your attacks.)
- Can be converted to a Minor action.
- Minor Action
- Can be used to use an item. Draw a weapon. Etc.
The interesting thing is, in both cases they are semantics. They do the same thing. With different words.
The key pieces then is to express the differences. Movement should be separated from the number of attacks, as envisioned by Frogboy referencing Sauron.
Sauron didn't move a lot in those opening sequences. He strode forth. (Move Action). Ended adjacent to an enemy unit. And because he had a fear aura about him he was able to attack without the good guys getting an counter attack action. And he did this several times. Using an attack action to attack a square containing units of troops. In some cases he was able to shift between swings. And that last part isn't an absurd idea.
But I think that would of been more for a special ability in this system. Normal units, can attack a number of times equal to their combat speed. With the attacks broken up between moves. As long as there are movement points available.
So a knight group, is adjacent to a group of goblins, they attack, the goblins if any survive counter attack. But assume they all died. The knights still have 1 more attack available. (Their combat speed determines the number of attacks.), so now they use their Move action. To move up one square adjacent to another unit of goblins. The knights attack, dealing their damage. The goblins counter attack, dealing "Their" damage. And the knights are finally done their turn.
Now... Sauron on the other hand. He's got say a 3 combat move. And a 5 combat speed (which translates into 5 attacks.) So Sauron uses 1 move to go 1 square. Ends adjacent to three units. He attacks each unit once, dealing the brutal damage. And in each case he wipes out a unit. He has the option after each attack to move another step if he feels inclined. For now, he wipes out the other two units, moves another square up, and uses another attack wipes out that unit, uses his final move, steps up and uses his final attack to wipe out another unit.
So that puts us at phase one. Classification. Which would work better, and more intuitively. In each case, they function similarly. Action points with move and attack do face a bit of an issue with explaining themselves in each part.
But maybe a Hybrid version.
Movement should be pulled out and separated from the rest of the action point tree, or reduced to costing 0 points. But allows you to move up to your Tactical Combat Movement distance. Which you can do at anytime before or after any other action?
So take the Sauron example. He's got a Combat Tactical Move speed of 3. At anytime he can use up to 3 of his movement, including the minimum of going 1 square at a time.
Heck you could even represent that with a physical Bar of action points. Up top you've got red bubbles representing the number of "Action Points" you've got to spend per that unit's turn. And right below that bar, is a blue a number of bubbles representing the movement available at any given time.
So that way it's easy and visible.
And then with a UI box indicating your actions. Move, Attack, Cast a spell, Use an item, Ready an attack, Charge.
(Charge would be a special one, that as you move, it applies a bonus to the damage of an attack performed for every square extra beyond 1 that you have gone. And at the end of the charge, you still have a number of attacks available depending on your Combat Speed).
Hmmm this latter one here seems to do the job, without the worries of a Cavalry unit having super movement and then each movement point being somehow translated into attacks.
Just that each unit should have movement points. And Action points to do things like cast and attack, and ready attacks as triggers, and using items, or powers on the items.
(Sorry if some of this seems disjointed, I was writing this in between solving problems as they crop up here at work.)