So, I'm hashing out some of the unspoken assumptions I started writing a game with, and this is one I can't really work out for myself. So, I've decided to harvest your opinions.
When you're fighting* something in a tabletop RPG, how do you think the game should handle actions?
In the traditional turn-based system, each participant in combat has a turn on which to act, and there's a fairly orderly process to going through battle. Usually, there are sharp limits on what you can do outside your turn, and the most important one is that you usually can't take actions that render somebody else's retroactively useless. For instance, you can't usually decide to move after a fireball is lobbed your way so that you're no longer within the radius of the burst (although there are often countermeasures you
can take, they're usually contested themselves and require you to give up your own turn in order to make them happen). This system is very straightforward, and its prevalence in almost all kinds of games makes it very intuitive to new players. How actions resolve is usually fairly clear, and this makes it relatively quick to play with. On the other hand, it can create strange situations that don't make sense unless you specifically reason in terms of the turns, and drastically increases the incentive to go first since it means you have an opportunity to make sure your opponent never gets to go at all. It also tends to make the game less interesting whenever it isn't your turn, because you can't often do much but wait.
In the "impulse"-based system, a term I'm using from the
Wikipedia article on the subject, actions are resolved at least partially simultaneously, allowing players to react to other players within a single turn. In the version I'm considering, each player decides on a series of actions to take, and then everybody's actions are taken simultaneously (I seem to recall something similar being used in Burning Wheel). This is less straightforward, and will take more explanation for new players. Resolving actions can get complicated, so a system will need to be put in place to work out how actions interact with other actions - such a system is likely to get fairly complicated, particularly if I try to make things interactive so that counterattacks and such are a part of the game. On the plus side, once the mechanics are grasped, the
results can be made fairly intuitive, since it approximates real-time to a certain extent. It doesn't necessarily make it mandatory to have the best reflexes, since your action will still go through even if you're defeated by your opponent's first decision, and it's essentially everybody's turn at once, so it's got less of a vibe of "Long periods of boredom punctuated by short periods of excitement" that turn-based games produce.
Personally, I am leaning toward the latter option, but I don't know if that's just me latching onto something new or if it's a genuinely good idea. Is it worth the at-the-table complication to make it happen? Reasons for voting, suggestions, or alternatives are welcome replies.
*Combat's the default here, but any competitive encounter would use the same system.