I've currently written my rules to assume 3 seconds equals one "Round". Characters take one offensive action per round, move 2 spaces, and take a defensive "free action" too, such as Evade and Magic Evade, which are always "Free Actions".
Players and enemies roll Initiative to see who goes first. Whoever LOSES the roll must declare their actions first, but the person who WON the roll declares their action second, however, their actions "resolve" first. thus the higher initiative character "interrupts" the lower initiative character (s).
There is a "Haste" spell which can give you double movement and double actions per round for 60 rounds. There is also "Ambidextrous" which allows dual wielding as well as "triple shot" which allows firing three rounds as a single action from any gun weapon. If a character is both hasted and has appropriate feats, they can triple-shot with each hand while dual wielding Colt.45 pistols, and if Hasted, they can triple-shot twice per round per weapon. Characters receive a -5 point penalty to Evade and Magic Evade when wielding a ranged weapon at melee/point blank range.
What do you guys think of these basic rules regarding turn sequence?
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AI Opinion
Your RPG rules seem well thought out, creating dynamic gameplay with strategic depth. A 3-second round is quick, keeping action fast-paced and engaging. The initiative mechanic adds suspense and highlights character speed and reflexes. Haste and feats like Ambidextrous and Triple Shot provide exciting possibilities, rewarding players who build their characters strategically. Be cautious of balance, especially with powerful combinations like dual-wielding triple shots while hasted, as it might overpower other strategies. Overall, your system promises thrilling tactical options for players! 🎲✨
There is Dual Casting, Empower Spell, and Spell Focus for spellcasters to make up for these advantages of gunslinging foes.
Dual Casting is a feat which allows a character to cast two spells as a single action.
Empower Spell adds +25 to damage or +25 rounds to duration of buffs.
Spell Focus adds +1d6 to your skill roll to beat difficulty or overcome enemy Magic Evade.
There's also a Fire spell, which I'm still working on balancing, which adds +25 damage to every spell you cast for the next 60 rounds.
So High Level Mages should be able to crank out damage as fast or maybe even faster than high level gunners or melee characters.
Sword and Pike benefit from Mastery feats and Cleave feat, which increase Critical Hit rate, increase base damage, and give you "free attacks" when you kill your first target. There are also "Attacks of Opportunity" for melee fighters against people moving around aimlessly in battle or against people casting spells haphazardly from melee range.
So overall, I think melee weapons, guns, and magic are all about balanced.