My general preference is for Spells to be spell point gated; I dislike the D&D spell slots (and always have, especially after getting RoleMaster).
I don't mind unlimited but rolled for uses
That is super interesting. How common is it for the characters and the scenes to be aligned?
I wouldn't know, but it isn't relevant. You choose whichever is most severe to determine what status you use.
It's fairly common for one or two PCs to be a step below the scene, sometimes 2 (which oft means scene yellow PC in black/out)
Or you have one fail = loss condition... such as savage worlds minor characters - they're up, they're down, or they're off the table. You don't have a resource to track off-table - but the numeric resource is the number of foes themselves (clearly tracked on the table). Up or down is on table tracking, so technically an expendable point.
Chess would beg to differ with both of these posts....
Not really - Pawns are expendables. Knights, Rooks, and bishops are also expendables, but of more value. Attritional play is a valid (if poor) strategy. Taken as a whole, chess is very much about expendable pieces.
- When was the last time you spent/used up a resource in game and thought "Spending that really made the scene I roleplayed better!" (Asset like in Dune, or Plot Point like in Cortex, or Spell Slot like in D&D, Vitae in vampire, etc, etc)
Last session... Player spent a drama point to defeat a xenomorph (Cinematic Mode Alien).
I've long thought that random cooldowns (e.g. you roll a die at the beginning of your turn to see if you can use an ability again) would be fun in terms of gameplay....except for keeping track of which abilities are on cooldown, and all the extra dice rolling. Advancement could be reducing the cooldown (smaller die, or wider range on the same die).
If somebody could think of a simple & elegant way to manage cooldowns...supporting each character potentially having multiple cooldowns with different odds...I'd be all over it.
Tokens on cards. WFRP3. Not as fun as it sounds but, yes, it can be fun.
I will never find it less odd that 99% of all RPG talk is really just "Wargaming". So much fuss over combat, healing, attacks, etc etc.
I came to RPGs after wargames, and for me, D&D specifically is a press your luck dungeon penetration wargame, much as described in AD&D DMG and in Moldvay Basic - actual in-character play has never been a defining part of play of D&D for me, from 1980 on. I see many dungeon fantasy games as simply wargames with linking narrative - especially Daggerheart and D&D, but also Palladium Fantasy, and WFRP 1-3 (I've not run WFRP 4 - didn't like it at the read stage - too much off-map tracking).
I prefer there be more, but linked battles alone work fine for me as enjoyable gaming. Part of why I don't see issues running Car Wars, Battlestations!, or even W40K:RT as RPGs using RAW.
It would be fun to see some kinda chart that showed just how much time was spent in combat.
Depending upon setting, for me as a GM, it varies from 30% to 90% of session. Less in L5R, Traveller, and Star trek, more in Star Wars and Daggerheart, D&D 5 was pushing 90%-95%.
Note that story progress is often much lower for combat than non-combat, so in memory, the combat feels less dominant.