This is the concept, ITT:
At the start of a player's turn, the turn player gets a specific amount of actions (at the moment I'm thinking between 12 and 20). Then every turn, rather than piling them up, they just reset to the fixed number at the beginning of your turn.
What are they used for? 2 things actually. Activating Spell and Trap Cards, and Special Summoning.
For activating a Spell or Trap Card, spend 3 or 4 actions (tentative number).
For Special Summoning a monsters from anywhere except the Extra Deck, you lose actions equal to the total Level of monsters Summoned.
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This obviously doesn't affect Xyzs or Links due to their lack of Levels and differing pacing from one another, so I thought, might as well also let Fusions, Synchros, and Extra Deck Pendulums, all off the hook.
You do need to pay for the materials or the S/T effects Summoning them though.
The idea is that you can still perform fast-paced turns, but you have to factor in not being able to do everything, and being conservative while trying to prioritize plays spreading from the start of your turn to the opponent's End Phase.
What are your thoughts, comments, suggestions, etc.?
I think it would be an interesting experiment to try out.