I play a lot of skirmish games and one in particular called “Song of Blades and Heroes” (which was inspired a little I think by a WWII game called crossfire that had a similar way of handling activation), allows you to take 1, 2 or 3 actions per character model in your warband/party. An action is mostly either a move or attack.
Each action is 1D6 roll and you want to avoid a 1 because the action will fail. So the roll is both a dice for activation and the action in one roll.
If you roll two 1’s on the dice you pass initiative back to the opponent. This is a neat gamble, in that you could push for 3 actions for your model/character but it increases the odds of passing the turn back to the opponent. To mitigate that risk you can take a single action and a single roll of a 1 is not an issue, so you can play it safe and slowly move into attack rather than pushing it with 2 or 3 actions per model. I typically leave my gamble of 2 or 3 dice actions toward the end of activation my models.
I was wondering about building something like this risk/ward into an RPG game, so that players could decide to complete a lot of actions the more they try the higher chance of a dungeon creature or other negative impact results from pushing themselves too hard. Or if they are lucky they get to pull off a string of exciting moves.
Is this a potential good idea? The risk/reward approach of stringing together player moves and then using a mechanism to manage that? It might in a way remove initiative sequence because one of the group might gamble away there activation when they fail the first of a string of 3 moves that results in them stumbling (or some other failure) presenting an opening to the bad stuff/monsters to make their moves.
Is it worth exploring, has it been done in an RPG before (Edit: SOBH does have an RPG version and tied closely to the skirmish rules) and does it feel interesting enough to explore bolting into an existing game to test?