I have endeavored to write the rules in a way that resembles but does not completely follow the conventions of 3.5 dnd.
Turn Based System and
Moves, Actions, and Reactions
A move is a movement that you make on your turn, either to move your character (and mount).
You can also use a move to reequip certain gear
An action allows you to perform an attack, use a magical power, move, or reequip your gear
A reaction is an optional action you can perform in response to an action or move performed by another creature.
Making the Most of Time
In order to speed things along, there have to be less changes from the turn structure where the acting player gets switched to waiting for another player or creature (such as attacks of opportunity and saves). Each type of action like this created potential for wasted time in the interchange and communication of goings-on. It would take a great bard to keep the story alive at such a time.
In addition, wizards and sorcerers were often, well, reduced to biding their time, since it was not the moment for them to blast off yet. So I wanted to expand their capacity without overpowering them utterly. Hence, I have tried to develop ‘kernel’ versions of their spells. The sorcerer is more adept at reserve casting, and the wizard is more adept at ‘incanting’ the full potential of his magic.
Finally, there are, to be sure, reactions that allow for combat to feel less like a chore. For the shield block%, dodge%, etc., I wanted melee characters to have decisions to make on the battlefield that would impact the outcome as much as or more than their feats, stats, and loot.