I have not read every thread in here, so maybe somebody already suggested something similar.
FFX is turn based (each char acts after the other and you have all the time in the world to select commands) but it does not have global turns.
Each char has a speed value and chars with higher speed act more often. Each action has a recovery time that depends on the type of action and the speed value. Spells have a casting time and a recovery time.
FFX does not have movement during combat. I suggest if you move from A to B during your turn, the time it takes to move that distance is added to your recovery time.
Durations for things can remain unchanged from rtwp mode. Recovery times, casting times and effect duration can stay as they are.
Give an initiative value to each char. Once a char has its first action, turn order is determined by action/recovery/casting/movement time.
I think initiative should be determined by dex value and armor, as it is now.
All chars start their first action at the same moment, initiative only determines who acts first in this starting moment but time stands still until each char has acted for the first time.
So the game still counts everything in seconds, not rounds. Each time the recovery time for a char ends, time stops and you can select what this char should do until his/her next recovery time ends.
You could do several very fast actions in a row or you select a very long action and enemies can act several times in the meantime.
Regarding interrupts: If you get interrupted, casting time ends, recovery time starts and you can act again when recovery is over.
One more thing: The recovery time in turn based mode would be recovery+action time in rtwp. So if you attack with your weapon, you can act again once all other chars have acted who could act in your action+recovery time.
There would be some differences to rtwp:
- Several chars cannot move or act at the same time.
- You cannot cancel an action and select something else at any time
- Slow weapons could have an advantage. You still have to wait longer until you can act again compared to fast weapons, but you hit at the beginning of your attack time, not at the end.