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It is possible to have even Magic Missiles interrupted if the mage has really poor timing, but that's one-in-a-thousand scenario... so yes, I'd have to say it's Pseudo turn based.
Speed factor determines the order which every combatant attacks. Character with Speed Factor 0 hits the Big Sword Dude (with Speed Factor 5) first, then BSD hits back: Both characters DO get to perform their attacks.
While it's theoretically possible to hit-and-run with dagger, the amount of micro-management and the difference in dagger vs greatsword reach makes it impossible to perform reliably. If you want to pick someone off without retaliation just incapacitate them with spells before wading in melee.
Generally a casting time of 1 will be harder to interrupt than others. Magic missile for instance as you know is pretty much instant, there's just almost no way you can interrupt this unless you maybe play at some of the slowest frame rates possible and have a 0 speed factor in your weapon. However if you can time it right or have a 0 speed factor weapon that can attack mulitple times a round, talking about maybe 5 times a round, then maybe you can stunlock a spellcaster without much needed assistance.
Characters usually go through a "stagger" phase once they are hit. If you can keep them staggered indefinitely then and only then there's 0% chance to cast a spell. This is why some of the deadliest of poisons that have many ticks are especially deadly against spellcasters.
Mostly I leave my beefier physical attackers on autopilot, but there are times when I take a squishier dude into melee, and I'd rather not have him take too many attacks if I can help it.
Amjii I believe you're SLIGHTLY wrong. I'm fairly certain the Speed factor was in 1-10. For every 6 seconds there are 10 "segments" that determine where your attack lands. not that everything above 6 was in the "next round". So a spellcasting time of 9 is still ONE ROUND, it's just pretty much the very last thing in that round
at least, thats how it was in AD&D