Basic concept is in the title. I'm looking for opinions. Details below.
So, the game is supposed to be a sidescrolling action-RPG, and it borrows heavily from a lot of other genres. One of the mechanics I'm looking to borrow is the high, low and mid stances normally found in fighting games. What that means is holding up (which otherwise would just have the non-combat utility of moving the camera upwards) changes your stance to a high stance, making attacks high attacks (which hit higher, clearly) and allowing you to block high attacks. Holding down obviously would do the opposite, changing your stance to a low stance, so your attacks hit lower and you can block low attacks. Holding neither of these means you're in mid stance, so attacks hit at mid-level and you can block mid attacks. (Projectile attacks cannot be blocked by default.) This also applies to parrying, which requires precise timing (your guard must start just as the attack reaches you) but stuns melee attackers, completely defeats projectiles and may have other benefits when done with certain implements. If this sounds difficult, you can use a shield to mitigate screw-ups in this system by providing a portion of its block percentage both against projectiles and when you are in the wrong stance, though it doesn't remove your screw-ups completely and you'd still do better if you knew what you were doing.