Hi mate!
Apologies, this will be pretty brief as I'm writing it on my phone...
Cool. It's good to step back and take a fresh look at things. I think my main response would be to play test quite a bit before making sweeping changes.
There is quite a lot of stuff in the weapon and equipment indices that might need to go under a simplified system. A lot of what is there works because it's a trade-off between bf and damage, damage and range etc. While we can try to fit them into a simplified system I think we'd end up with a lot of samey things, so it would probably mean dropping quite a bit unless we want to keep it for flavour purposes.
On the shared pool. I like this as a mechanic for fill in games, which are a bit of fun, but for icar I'm worried that:
- it makes every dice roll expensive. The entire system needs to reflect this, space combat would have a lot of not rolling initiative or piloting. Close combat as currently done would be very expensive.
- it encourages players not to act, and to specialise so a due is not "wasted"
- it puts a lot of pressure on the GM to give a big enough pool to make a session possible, but not enough to make it trivial. It also needs them to accept enough ideas as good to get the group out of a fix. It makes a game very GM dependent.
- firefights are fast and usually everyone acts each round. I'm concerned that there might not be enough "idea" opportunities to keep the pool going.
I really like the mechanic for a couple of types of games:
- romps. It's fun even if you fail, and people are not too heavily invested in their toons.
- settings with scarcity. It's a beautiful way to represent having to scavenge things in a zombie apocalypse, or behind enemy lines.
I count all three games you've run with this mechanic in the above, and enjoyed all of them, but mechanics shape the game and I think this would have by far the biggest impact of all the changes above.
I really really really hate on-screen keyboards.
B