Starfox
Hero
All your ideas seem to point at a pretty gritty/historical game where individual heroics stand back for careful tactics and where people die more or less randomly. Heroes would be rare in such a game, and trying to be a hero is likely to give you a short career and a mourning family. Character continuity becomes conditional upon not being heroic, which means the most powerful characters in your game will likely be behind-the-lines schemers rather than action heroes.
I prefer #2. Increasing defenses makes you feel more heroic. Adding to the bag of hit points makes you feel fat. Also, increasing hp makes a fight between two equal-skill fighters take more time when they are both higher level, which is not to my liking.
These work well as heroic tasks to do, the objectives of combat rather than the means. For example, you summon a demon and are interrupted. The goal of the combat is to complete the summoning. As combat powers, this is not so good - it effectively binds casters to noncombat roles. Which can be cool in a medieval style game, but not in a more anime/action setting.
This is interesting but probably a bit too abstract. I think players would feel disenfranchised; individual heroics would suffer and be replaced with discipline and orderly conduct. Might work in a historical, gritty game. To create a more heroic version, simply dispense with flanking or say that if you are attack an opponent you did not attack you, there is a small flanking bonus.
See Mouse Guard for a take on this.
These all introduce more randomness into the game. It sound cool, but do not work in a character-centric game. Chance working as it does, this would mean that many PC careers are ended by dumb chance. Again, it might work in a gritty game where character continuity is not so important. or a game like Call of Cthulhu, were action solutions are heavily discouraged.
As long as there is a way for characters to grow trough diversification, this can work. Level means power peak. Growth need not mean your peak powers improve. But it is no fun if your character stops growing completely past a certain point.
Too many rolls. IMC I use one attack roll that generates damage from its margin. That's more my style. If you can get each of these rolls down to 5-10 seconds at the table, this can work, but this is not possible in my experience.
Interesting.
1) Instead of increasing HP and defenses as you level up, you only increase HP. (The idea being that defenses are how tough you are, and HP is how good you are at dodging and rolling with blows.)
2) As above, but you only increase defenses. (The idea being that defenses are how good you are at dodging, and HP is how much flesh you can afford to have chopped off your body before you die.)
I prefer #2. Increasing defenses makes you feel more heroic. Adding to the bag of hit points makes you feel fat. Also, increasing hp makes a fight between two equal-skill fighters take more time when they are both higher level, which is not to my liking.
3) Spells always took more than a round to cast, but were commensurately stronger. Getting hit during casting would disrupt your spell.
These work well as heroic tasks to do, the objectives of combat rather than the means. For example, you summon a demon and are interrupted. The goal of the combat is to complete the summoning. As combat powers, this is not so good - it effectively binds casters to noncombat roles. Which can be cool in a medieval style game, but not in a more anime/action setting.
4) Movement wasn't tracked by square; instead, the battle had different arenas, and you could move between them as a move action. You can attack anyone in the same arena with melee attacks. Flanking and similar things are replaced by simply seeing which side has numerical superiority.
This is interesting but probably a bit too abstract. I think players would feel disenfranchised; individual heroics would suffer and be replaced with discipline and orderly conduct. Might work in a historical, gritty game. To create a more heroic version, simply dispense with flanking or say that if you are attack an opponent you did not attack you, there is a small flanking bonus.
See Mouse Guard for a take on this.
5) There was a mechanic to inflict horrible wounds beyond simple HP damage during combat.
8) There was a sanity score that took damage from encountering scary or horrible things.
10) Spells had a chance of going horribly awry and doing chaotic things.
These all introduce more randomness into the game. It sound cool, but do not work in a character-centric game. Chance working as it does, this would mean that many PC careers are ended by dumb chance. Again, it might work in a gritty game where character continuity is not so important. or a game like Call of Cthulhu, were action solutions are heavily discouraged.
6) You could never get above level 6?
As long as there is a way for characters to grow trough diversification, this can work. Level means power peak. Growth need not mean your peak powers improve. But it is no fun if your character stops growing completely past a certain point.
7) A typical combat exchange went Attack Roll -> Dodge/Parry Roll -> Damage Roll -> Armor/Toughness soak -> Damage inflicted.
Too many rolls. IMC I use one attack roll that generates damage from its margin. That's more my style. If you can get each of these rolls down to 5-10 seconds at the table, this can work, but this is not possible in my experience.
9) There was a social standing score that took damage from attacks against your reputation.
Interesting.