I'm running games with a HR RMFRP no phase system.
Initiative is Qu bonus + 2d10
But everyone can decide to mod their init up or down by 20 pts mx (1, 2, 3, 4...20). This mod is now a penalty or bonus to their first action, whatever action they perform. Of course, you have to have init to borrow from; you must have a final init of at least 1.
Example: You can try to rush a spell and get a penalty to SCSM
and Spell Fumble table; if applicable! This gets really harsh if you fumble.
This works for OB, Moving Maneuvers, Spell Mastery, etc..
This allows the player to decide if they want a fast but technically sloppy action or a slow but deliberate action.
Movement will slow init 1pt for each 10% used.
%Act controls most everything else.
Cancelling a declared action is a -40 to the changed action.
Most actions can be multi-round actions; again it is up to the player.
If you have 20%Act at the end of the round and want to start reloading your short bow, no problem. The caveat is that you now have this round and the next for that action to be potentially interrupted. This is pretty important for spell prep.
Most Adrenal moves that require a %Act to prep in the round before can be prepped and used in the same round, but you take the %Act as a penalty to the maneuver.
Magic bows lower the %Act to reload by their bonus. A +10 short bow can be reloaded with 40%Act vs the normal 50%Act.
The reason for the change being that the group used to allow the magic of the bow to carry over to arrows (or any missile weapon). When I took over as GM, I established ammo as only being magic if it was made that way. If you need a magic weapon to hurt a particular demon, then you need magic arrows. Merely having a magic bow won't do. That rule would make magic bows no different from quality bows. So I made the magic also smooth the operation of the device; lower reload %Act. "The arrow almost leaps into you hand". Bows of Slaying do carry over their magic to the arrow.
Melee attacks/defense are the culmination of the entire rounds OB/DB split, just like RAW.
However, missile weapons are a single action. In RAW, You get one shot for one roll and probably can't parry with the weapon.
Since it's really just one action in a round, you may perform another shot if you have enough %Act. The 3 actions /round limit still applies. You could shoot, reload and shoot again if you have enough %Act.
A 0%Act action is not counted for the 3 actions/round limit.
If are lucky enough to have a missile weapon that is enchanted with the Speed Weapon Effects from AlCo (Alchemy Companion) every one in range should be afraid.
Missile attacks require 60%Act but you can decide to take a penalty, up to 30%Act for a -30 OB mod, just like in RAW.
Example: Weapon Effects II-Minor Speed Weapon lowers %Act to reload by 30%. You have a short bow and begin the round loaded. Firing once takes 60%Act or 30%Act if you take the hit on OB. Reloading this weapon is normally 50%Act, but with the magical effect, it's lowered it by 30%Act. You reload this magic short bow for only 20%Act. If you wanted , you could fire for 30%Act (at -30 OB) as 1 action, reload for 20%Act as action 2 and still have 50%Act remaining. With that %Act you could fire again; changing targets is -20 OB. You're now out of actions.
If you are incredibly fortunate to possess a missile weapon that has Weapon Effects III-Normal Speed Weapon (-60%Act to reload), or Weapon Effects IV-Greater Speed Weapon (-90%Act) then you're fearsome indeed. If it lowers the reload %Act to 0%Act, then reload isn't an action. The weapon basically reloads itself. You could now perform "suppressive fire".
That's all the craziness for now.