3AP per turn
- 1AP move,1AP HP potion, 1AP cc spell, no saved no tactic --> Next turn summon 3AP Master level spell
Or you know... Don't do a 1AP CC spell and thus have 4AP next round. Which is a rather sizable advantage.
But as for the "strategy" it comes forth in the AP costs.
Since... it is 3AP per turn... 6AP total...
And it isn't Xcom that gives me the reason to say that the 3AP per turn is more strategic.
It is because in Divinity Original Sin the AP costs basically broke down and were mostly nonsense... and your goal was to basically break the game over your knee and cast as many skills in a turn as possible OR to do filler moves in the mean time.
Now? The AP cost of a skill DIRECTLY co-relates to how much of an effect it has on the battlefield, if done correctly, with few exceptions... AND there is no way to inflate your AP out of control so the skills never have to "adjust" to someone having double the amount of AP available.
Can this be done with a 6ap system? Sure... I have no objection... But my "More strategic" isn't with the amount of points but rather with the consistency and how every SINGLE point is absolutely vital as opposed to being kind of superfluous.
0 point: Features and shifts
1 point: Minor advantage
2 point: Major advantage
3 point: Tide Turning skill
With source points being the wrench in the machine.
As opposed to the old system of:
1-9: Whatever