Thank you for the Quickstart, it looks a lot of fun. I am presently enjoying the older Trudvang version, which is quite different to Dragonbane.
Apprecaiting that the game has been extensively played throughout its long illustrious history, one thing that immediately jumped out to me was the action economy, and that a character only gets a move and one action (or reaction). Why did you go for this rather than granting one action and one reaction a round? Or even multiple combat actions with incremental penalties?
To avoid "ping-pong" battles and with the more dynamic initiative system have more tight actions filled with risk-taking (or not). That is part of the reason, if I remember various interviews correctly.
Well, frankly, it seems to me that this decision will just turn fights into slogs, as well as "going last" the winning tactic here, since deciding if you're going to parry or hit after your opponent has acted seems to be the best course of action if you want to stay alive.
Also, it seems to reward focus firing an opponent (or a character), which would definitely make the game decidedly less fun for the focused party, as they get to either act or try and survive (which would probably be the most sensible choice).
I sincerly hope when the full rules come out there's a way to increase the number of action a character gets, especially considering that most RPGS often see the heroes outnumbered.
Thanks for the clarification, anyway!