Beedo over on Dreams in the Lich House was playing Adventurer Conqueror King and wrote about his experience. I find this interesting, specifically this part:
"One thing I found interesting - Individual Initiative! Okay, I know this has been an optional rule in many variants (and LOTFP used a version of it), but I've used the Moldvay BX style of Initiative by Side for as long as I can remember, with different combat actions happening in sequence - movement, missile, magic and melee, and then the other side goes."
I play a board game called Game of Thrones by Fantasy Flight games. It's very much like the game Diplomacy in that you give orders to all your armies ahead of time and then afterwards you carry out all the orders. Unlike Diplomacy the orders in Thrones are not specific but simply a type of action; movement, support, raid, etc. When the time comes to resolve these orders you can carry them out in which ever way you think best at the time - which direction to move the army - which territory to raid - but you must carry out that order with that army. It simulates planning but allows for the effects of actual situations to be processed. Best of both worlds I think.
I had the idea I might put Missile attacks before Movement as that seems more appropriate and might solve some of the issue I have with characters dancing around and firing off missile weapons in close combat. Before I do this I'll have think a bit more - no point changing an old standard without due consideration.
Replacing a weapon
What I'd like to do is to make drawing, changing out or picking up a dropped weapon the same as a move in turn. Since you get one move in a turn or two if you forgo combat, you would have to use one up to change out your weapon or pick it up. If you had to change or replace a weapon you wouldn't be able to do a full turn move, and you wouldn't be able to move and attack. Right now drawing a weapon is a minor action and that doesn't seem to be enough. I want to reward folks who ready their daggers before opening a door.