I am writing a RPG game handbook, and I am using an action point (AP) system for the game mechanics. Each turn, each character has 8 AP to spend in actions however he likes (moving costs e.g. 1AP per square, a normal attack costs 2-4 AP depending on the type of weapon and so on).
I am facing a small problem when it comes to melee combat. Say 2 melee fighters confront each other. Player A wins initiative, charges into player B (moving at double speed), moves his miniature, and stays there, cause he has no more AP to attack. Player B, who lost initiative, now has player A in reach, and can spend 8 AP to attack him, despite having lost initiative. I feel initiative loses its punch in melee fights, and I want first-hit to be important (i have implemented a wound / pain system)
I am not very versed in P&P RPGs, having played D&D 3.5e (which shares this problem; although the charger can attack the defender gets to make a full-round action) and a friend's game. I am looking for advice on how to solve this issue and make winning initiative and charging a more rewarding action than simply waiting for the enemy to charge.