mmadsen said:
I want characters to have reasons to do "suboptimal" things, because both real and fictional fights are chaotic, with unpredictable openings for unusual moves. Think Three Musketeers. How often is kicking the other guy your best option in the game when you're holding a rapier? How often is kicking the other guy a great idea in a swashbuckling movie? Once per scene.
Technically, this is sort of how it works with iterative attacks. That kind of thing is abstracted in. There's no reason to assume that every one of those hits is a strike with a sword. In fact, for reasons of realism, you kinda need to assume they're NOT.

Assuming most of your actual "hits" are punches, kicks, glancing blows, or superficial nicks is the only way to have the whole thing make sense, at least against humanoid and animal opponents. For creepy things
from beyond I'm happy to let every hit cause massive apparent damage that just doesn't slow the thing down.
The problem is damage is derived from the weapon you're using, rather than your competence. I'm not sure if that's a bug or a feature. For cinematic combat, definitely a bug, I think. Then again, Saga has made me wonder if iterative attacks are a bug, as well.
How about pulling a foe's cloak over his head? Or punching him with your off hand? Or clothes-lining a different foe as he lunges at your ally?
Those are less well-modeled. Didn't the Book of Iron Might include some decent rules for this kind of thing, though? You took penalties on attack or damage (or folded in a skill check) to get special effects (dazed, blinded by his cape, etc). Yes, they were harder to do than regular attacks, but not cripplingly so, iirc.