TeshiAlair wrote:What about at increased Fighting, you got a slight malus for fighting enemies the second you see them, but the longer you fight (say, 5-10 turns or so), you accrue a slight bonus that decays over time. This would slightly deter just running from every fight, encourage training fighting beyond getting health, and have a similar effect to what you describe, perhaps even giving a slight stab effect to enemies that briefly duck out of visibility.
I like that you often make bold and original suggestions for things that could be added, but I don't think this idea would work well as a component of fighting. For one thing, getting
more, rather than less, of a malus or penalty of any kind (even situationally) as the game progresses and you get more experience, is not good. You don't ever want to disincentivize getting experience, per se—you just want the relative cost/benefit ratios to change. It actually leads to more interesting choices that way. Training more of a skill should always be a positive, that way the question always is, "how much good am I getting from training more of this, compared to training more of that?" Putting in multiple overlapping effects, some negative and some positive, tends to create breakpoints and encourage min-maxing strategies. (At least, from what I've seen in other games, this seems to be the case.)
(To some, Chei gets worse as you gain piety. That's arguable; however gods are special, and in general are allowed to bend the rules a bit.)
Anyway, losing the malus, I think that encouraging "chaining" could be a fun mechanic. But it is already there with song of slaying, and it seems the kind of thing that works better as a spell or as part of a divine effect, rather than something that is always in play.