Would it be ok to use a set amount of DP's per level instead of basing them off of stats?
There is a problem about that, in RMFRP we have clearly bonus-stats and DP-stats, see that stats not used in DP calculation clearly give us bonus in many more skills, so I call them bonus-stats. For example, QU is very usefull, but it doens't give us DPs.
I would say that for usually-main skills the bonus-stats are used, and the DP-stats are used generally in more 'secundary' skills.
So, when you create a character you must decide what you want, more direct bonus or more DPs, this makes more interesting the character creation process, and you can have more diferent ones.
Also, would playing without snap and deliberate actions be ok?
We don't use them, as time is contiguous we don't see those concepts, for example, many times the BEST moment to act is early (imagine your rival slips at the begin of round, why to wait until deliberate phase?, at that time aid can come!). So we use them in a diferent manner:
Simply split the round in 3 phases, but with no bonus/penalty, for 20%, 80% and above of activity used (the same than original ones). But use it simply for initiative resolution, so 1st you resolve all actions within 20% of activity ordered by initiative, and the same for the other 2.
For example: we have 2 characters, 1st has a total (roll included) initiative of 9 and has the weapon out, 2nd has initiative of 15 but its weapon is not out, as draw the weapon takes 20-30% activity (I don't remember well), in any case 1st attack first as 2nd does its attack in normal phase (or second phase).
This simplyfies much the round declaration as players only need to declare their actions, not 'in phase...', and then the round itself decides when to do the action.
Examples, player declares:
- (it has the weapon ready) 'I move to the target and attack', and depending on % used to move (try to run) you attack in 1st or 2nd phase (3rd phase is not possible as you need 60% activity to attack). See that if enemy wait for it, it attack in the same phase as time used is the same (so wait trick is not valid).
- 'I cast X spell and move' it is not the same than 'I move and cast X spell', with 1st declaration you cast the spell in 1st phase and then you can move, with 2nd if you move more than 19% you cast the spell in 2nd phase. See that we don't use the dealy spell casting rule in RMFRP for not instant spells, we use like in HARP where spells are as any other action.
The diference is that for instantaneous spells we don't require to be declared, they can be used just-in-time (cancelling other actions if necessary) and are ALWAYS affective before, if not QU and initiative are more important than the instant itself, imagine a 'turn missile' spell and you have less initiative than the archer that shoots to you.