I’ve seen the flash demo now and read a bit - I think you’ve got a great mechanic here. And I love the board games aspects! I wonder if the combat mechanic plays out quickly? Does it boil down to a large number wins over a small number? I can’t quite get the details of this. I have to play to see!
This reminds me of Cosmic Encounter a bit - at least in the sense of the character trait actually allowing one to break the rules. You might study that game (make sure you consider the old version as the new one kinda waters this aspect down) for ideas. And Twilight Imperium 3 does this too although not to the same amount (nor as fun) as Cosmic Encounter.
For me, I like the idea of combing character abilities to form a combination that fits the quest. That’s what we’re doing in Delvers anyhow. I hope it does feel somewhat different with each group of Delvers. I think a design challenge is making it clear to the player what is a good decision on character traits vs a bad decision. We try to describe the quest with symbols and ratings to the player knows (for example) you need a good thief on this quest. It probably carries over to your idea too. I mean - you don’t want the player to feel left out or at a disadvantage when choosing the ‘wrong’ character.
Action point systems tend to be slower games in my opinion, but are a nice way to restrict decisions and promote strategy. War games work well with this, for example. Descent has an action point system. Heck, Fallout did too. Then there’s Conquest of the Empire for a grand scale that has action limits. Another way to restrict actions is to use cards - like Memoir '44. Maybe translate that to an adventure game? Cards strike me as cleaner because the ‘rules’ are right there in front of you. But balancing is really tricky I’d guess.
The new Marvel Heroes game is supposed to do this with their headlines and investigation in the game. I’ll have a better idea how well that works out after GenCon.
But I think a game that truly rules at conveying a narrative is Sherlock Holmes Consulting Detective. The flaw in that game is it was really hard to be smarter than the game. But… with an adventure game, you could have story lines appear - different story lines per character? - as the game unfolds. Write some adventures like a D&D module, but each turn, each player learns some bit of the overall plot, all leading them to some climatic area or item or such. Tales of the Arabian Nights had a pargraph game aspect too. Really great feel, but almost zero as a board game. But maybe there’s something there for fantasy board games.
I too would like to see that mechanic played out in an adventure game setting. I think it’d have to be a game where it was PvP I think since you’re really stealing one special ability from everyone for a turn.