I like the notion of a game
informed by
realism, especially those elements of realism that also find their way into adventure fiction -- and the key difference between an ordinary warrior and an exceptional warrior has always been that a great warrior is a
brave warrior.
Interestingly, everyone's first reaction to the idea of adding fear back into the game is say, "I don't want
my PC to run away!" They don't seem nearly so quick to address the flip side: "When my PC glares at the bandit-king's henchmen, they drop their spears and run away!"
I've
cited Grossman before, but this passage bears repeating:
Bagpipes, bugles, drums, shiny armor, tall hats, chariots, elephants, and cavalry have all been factors in successful posturing (convincing oneself of one's prowess while daunting one's enemy), but, ultimately, gunpowder proved to be the ultimate posturing tool.
Under 3E's rules, for instance, a successful
intimidate check leaves the target
shaken for 1 round, when it should probably leave them
shaken indefinitely, potentially
frightened, and even
panicked.
Plenty of cinematic heroes are so cinematic because they stare down their enemies and win the fight before it even begins. Also, a lot of cool-looking combat gear -- plumed helms, war standards, etc. -- is cool-looking specifically in order to be literally
awesome.
Imagine a glowing magical sword offering +4 to
intimidate.
An important observation -- along the lines of "I don't want
my PC to run away!" -- is that PCs should be given meaningful choices, not simply told that they run away.
Heroes of Horror recommends redefining
frightened to get around this problem and to increase the distinction between
frightened and
panicked. Instead of having
frightened mean -2 to rolls and you must run away, it can instead mean -4 to rolls.
This actually ties in with one of the
Meta-Mechanics Worth Stealing, Grim Tales'
fight or flight mechanic:
When faced with something that provokes a horror check, characters have a choice -- flee, and then face an easier check, or stand their ground and risk the consequences. The kicker is that each player decides in secret, and everything is revealed at once. Watching one guy stand his ground while his comrades flee is just priceless.