However, I do really like the AP system as a tactical tool> It's nice for players to know they have 5 APs and it's a good way to build extended actions into the game. For Example: Some actions could take 10AP to perform.
Which is why the more I think about it, the more I am liking the idea of combining them into some sort of Hybrid system.
We don't actually have any Instant (0 AP) actions, so it would be more like
- Snap (1 AP)
- Swift (2 AP)
- Half (3 AP)
- Full (4 AP)
- Max (5 AP)
And yes, we already have actions that take multiple rounds (reloading a crossbow, which takes 2 Full Actions currently, which in Novus 1.0 took 5 or 10 AP for Light/Heavy Crossbows respectively).
Now, we can just say it takes 8 AP, and then the player gets to select how much effort he puts into it each round (once started, it either must be continued or abandoned (i.e. start over if you want to do it again later)).
Novus 1.0 has a TON more Combat Moves especially for Melee than 2.0 has. In many of them, they either list specific AP costs or say "BMA+2" which refers to "Basic Melee Attack".
By bringing them over, I can adjust things so that the Basic Melee attack is listed under either Swift (for firing/throwing a ranged attack, or attacking wiht Tiny/Small weapons) or Half (for larger weapons). And then the Moves can have +1 AP or -2 AP, etc, which would then adjust the attack from the basic Action(AP Cost) to a new one, allowing for both tactical and descriptive elements to be fully utilized.