Here is my take on the new Action economy system..let me know what you think and if you see any problems that I may not have considered.
UNCHAINED ACTION ECONOMY
Each round has 3 "Tempos" which may be spend for the performance of actions,and one free swift action.
There is a limit of 2 swift actions per turn.
There is no longer such a thing as "Full Attack" which limits movement,and 5' steps are no longer free.
Each creature may perform one martial attack and one combat maneuver per round with normal Tempos.
Creatures gain an additional "Martial Tempo" for every 5 points of Base Attack bonus. These extra Tempos may be used individually for melee/ranged attacks or for combat maneuvers.They may also be combined with regular tempos for standard and complex attack actions.
Creatures are allowed to parse thier actions according to the Tempos available.Taking one action after another until finished.Some feats allow actions to be combined (like moving and attacking).These feats will be detailed after the action types.
The costs for actions (in Tempos) are described below.
FREE (zero tempos):
Speech(5 words or less).
Fall prone.
1st swift action.
Change weapon grip.
Draw an Item from sheath/pouch (while moving).
Draw an item from sheath/pouch (with quickdraw).
Drop a held item.
Any other action described as "Free".
SIMPLE ACTIONS (1 Tempo):
Move/Move equivalent actions.
Melee or Ranged attack.
Combat Maneuver.
Swift action (after the first).
Brace a weapon.
Draw/retrieve an item.
Sheath/stowe an item.
Take a 5' step.
Feint/create a diversion.
Active perception check
STANDARD ACTIONS (2 Tempos):
Any standard action
Vital strike/Cleave/Gory finish/Double slice and other attack actions that specifically call for a single initial attack.
Partial Charge.
Standard action spells,Supernatural and Spell-like abilities.
Spellstrike (UM)
COMPLEX ACTIONS (3 Tempos):
Full round actions.
Whirlwind attack/Spell combat/Coup de Grace and any other attack specifically called out as a "Full round action" (not including multi-attack feats).
Full charge.
Pounce.
Perform all Natural attacks. This is for creatures with more than 2.
REACTIONS: Are a special type of action that you can only perform when it's not your turn.They interrupt the normal flow of events.
Each creature gets a single reaction between turns.
Combat reflexes allows a number of reactions equal to the creatures dexterity modifier.
Only one reaction is allowed per enemy action,and each reaction consumes an attack of opportunity.
The following reactions may be performed:
Speech(5 words or less).
Fall prone.
Drop held item.
Draw a weapon (with Quickdraw)
Attack of opportunity.
Change weapon grip.
Any action described as "Immediate".
SPRING ATTACK/SHOT ON THE RUN/WAND DANCER: These feats allow you to spend action points while moving,and are not limited to single attacks.They require no special activation are not considered seperate actions in and of themselves. You are still limited in the types of actions you can perform while moving(per individual feat descriptions).
TWO-WEAPON FIGHTING/FLURRY/MULTI-ATTACK: You must declare the use of one of these abilities at the start of your turn.Doing so gives you +1 Martial tempo and a flat -2 to all attacks that round(-4 if non-proficient).
HERO POINTS: May be spent to add +2 tempo for the turn,or as an Immediate reaction to perform a 2 tempo or less action.