I've been thinking about something I read some time ago when people started reviewing the combat system of this edition. There was someone that was upset because there was no way for a player or a villain to alternate between weapon, brawling, improvised weapons, guns during the same combat without having to pay 2 Raises each time you wanted to change, claiming that a swashbuckling game should allow such things.
Now, there is this Advantage in the core rules, dynamic approach, where you spend 1 Hero Point to change approach during an action or dramatic sequence, but you can't go all out spending Hero Points every bar fight starts just because you want to make it spectacular.
I've checked the books but I haven't found anything about it. I toyed with the idea of creating an Advantage for combat only where a Character could change weapons without changing their approach just because it would be heroic. Wanted to share my idea and ask for help if someone is also interested or finds it useful
Combat flow Advantage (? points)
You are always improvising.
At the beginning of a combat turn, before you roll, decide if you activate this Advantage. If you do, you invest 1 Hero Point and receive 1 extra die (or 2, haven't decided yet). During this turn any action you take, even those out of your approach (as long as they are combat related e.g: inflicting violence) will cost only 1 Raise. The catch is that you cannot do the same action twice. You must describe different actions. If you throw a punch, you can't throw a second punch during this turn, regardles of how you describe it. If you do, you lose the invested Hero Point. At the end of turn, you can reclaim your invested Hero Point if it was not lost.
I'm not sure how many points would this Advantage cost. Perhaps 3 or 4 (Bruiser is 3 points for example). I wanted to reward players that like this kind of things during a combat instead of making them spend 2 Raises each time so that above is what I thought. Any ideas?