I'm trying to get my head around the three act structure and the Rally Step for this weekend when I'm running v3 for the first time. First of all, I really like three act concept that FFG's team have developed as a way to encourage more dynamic encounters which develop rather than turn into slugging matches. However, I'm struggling to see how it will work, especially in the impromptu fights and encounters that my group have a habit of finding.
This leads me to my second issue, if I'm struggling with incorporating the three acts, then I'm also going to struggle to include Rally Steps, which again is a mechanic I like as an opportunity to take a breather mid-fight, bind wounds and generally calm down for a moment. A dramatic pause if you will.
Therefore I've wondered about doing away with the three acts (yes, I know some actions/effect have 'act' as their duration, but I'll replace act encounter) and the rally step and introducing the Rally Action.
Basically this will work the same as the rally step, but will be optional. It will also only be available if the are no enemies in close range and will not entitle the PC to a free manoeuvre and is essentially a round doing nothing but pausing for breath. This gives the option for a PC to pull back from the fighting, or pause after slaying one opponent, or even put a lot of effort into one action (increase fatigue/stress) and wait a moment before enacting the next part of their plan.
I'd be interested to know from those running the game already, whether you've found the three act system unwieldy (if not then the above is probably not necessary), whether a Rally Action will have unforseen consequences, and whether you think it will work.
Also, I'm considering allowing players to take two manoeuvres in a round if they forego an action. I was thinking that the exertion of a manoeuvre and an action would be roughly similar to two manoeuvres. Essentially this would allow players to run without collapsing from exhaustion. Thoughts?