A tangent of another thread I made a while back --
https://www.therpgsite.com/pen-paper-roleplaying-games-rpgs-discussion/everyone-moves-at-once-gridtotm-combat-can-it-be-done/ -- which I can't find a related thread for, even with this archive --
https://www.therpgsite.com/design-development-and-gameplay/design-alternatives-analysis-archive/ -- since the links are a bit weird so, here we go.
When there are multiple combat systems you like in TTRPGs, but you can only choose one variant for a game...
Along with playtesting, is there a method to help determine which system would work best? Moreover, is allowing multiple variants within the same product a good idea?
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For context, here is what I'm comparing between each other, and my system is a D6 only/pool system, as well as roll under w/ 3D6 for things like Dodging a thrown item or fired bullet or melee/hand to hand attack.
#1: Intentions Phase variant - This one was thanks to Philotomy_Jurament in the first mentioned thread. I like the idea, and it pushes teamwork, but still seems more geared towards a retroclone or AD&D itself than what I have in mind.
#2: By The Second variant - I've seen this done in Hackmaster, Aces and Eights (1/10th of a second), and Scion. The appeal is high with this one, and coming up with timeframes to tie actions to is simple enough.
#3: The Fallout (Action Points) variant - Essentially, every PC and NPC, on their turn, has a number of Action Points that can be used towards moving, attacking, reaching for something, etc. Storing Action Points for the following rounds by not using them is also possible.
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Thoughts?