>>12958008the short version is that you decide what you're gonna do with some conditionals, then everyone takes their turn simultaneously on an action point system to determine how long actions take and what order they resolve in.
for example say you want to spend 6 AP to shoot a guy standing in a field then use 4 AP to run after them. well if they spend 5 AP getting behind cover then they're no longer in line of sight when your shot resolves so it misses. on the other hand if you use 4 AP to run after them then 6 AP to shoot and they use 5 AP to try getting behind cover, then you moving at the same time could mean they can't actually get behind cover so your shot hits.
it sounds really complicated to explain, but it's really intuitive once you actually see a round of combat. the idea is that there's still an element of surprise and suspense to combat, but whether attacks land or spells succeed is determined more by how well you can predict what people are going to do rather than dice rolls
i don't know what you mean by this. just like most tabletop games i'm not gonna have a bunch of art for it or a big book of lore, but there's gonna be consistent descriptions for creatures, lore, rules,etc. how much i write down and if any of it is ever in a format that's more than just notes to myself is pretty up in the air though. unless i decide to post ithe system for other people to DM with the only thing that anyone other than me would really need to be able to reference is character progression stuff so people can choose what to do with their builds
nice