Okay, so I've got an idea for a turn-based combat system that's different from others I've heard of. My purpose in writing this is to get general opinions on it. Any opinion is fine. I do have a specific question though, will this be too complicated or will combat take too long for the player to enjoy it? Of course, I also want know how I can make it better.
The basic idea is:
1a. Two roles, two characters, attacker and defender.
2a. The attacker attacks repeatedly.
3a. Each subsequent attack is easier to counter which means, evading the attacking and attacking in the same move.
4a. This is determined by the attacker and defender's relative speed and skill. A new character will have a hard time pulling off combos against a veteran NPC.
5a. When a counter happens characters switch roles, the attacker becomes defender and vice-versa.
Another Idea I'd like to try with melee weapons is weapon range:
1b. The character with a shorter weapon is automatically defender until they get in range and successfully counter.
2b. Defenders get closer by the same sort of process as the counter-switch method above.
3b. But it's a lot easier to get closer because they don't need to attack, just move forward.
4b. Weapons can still fight at closer than maximum range, but suffer increasing penalties the further out of their "optimum range," which may or may not be their maximum.
5b. Characters can carry multiple weapons to switch between, but suffer penalties if they carry too many weapons, especially large ones.
6b. Characters can't pickup discarded weapons and suffer large penalties when switching, but become lighter weight, of course.
Lastly, I don't want to use a hit-point system:
1c. When attacking characters choose between attacking the left and right arms and legs, the torso, and the head.
2c. Then they choose a specific target such as, on the head, eyes, mouth, chin.
3c. If they hit anywhere on the target they wound him.
4c. Wounds cause disabilities and bleeding.
5c. Disabilities are essentially status-ailments. Examples could be, blindness, disorientation, etc.
6c. Disabilities are more likely to come from hitting specific targers, and hitting different ones will give different disabilities.
7c. Characters all have a blood-level of 100 that can be reduced over time by bleeding from wounds. All wounds, except from blunt weapons, cause bleeding.
8c. If blood-level is reduced to 50 they lose consciousness, at 0 they die. (You only need to lose 1/3 of your blood to die, so the blood-level value represents 1/3 of a character's blood.)