Me three.
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Options 1 & 2:
I don't like either of the missile options, as they aren't really RM. RM favors diminishing returns, and so do I.
Highest Bonus: 100%
Next Highest: 75%
Next Highest: 50%
Next Highest: 25%
Next Highest: 12?%
Subsequent: halve percentage each time.
So,
A well crafted (+10) longbow made of Mythnak wood (+25) and enchanted to +20 firing a well crafted arrow (+10) with curved fletchings (+5), and a laen head (+25)
would have a total bonus of
Not +95,
Not +25,
But
+25 x 100% = +25
+25 x 75% = +18.75
+20 x 50% = +10
+10 x 25% = +2.5
+10 x 12?% = +1.25
+5 x 6?% = +0.34
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. . . . . . . . . .
+58This means that every add to the weapon gives SOME value, but eliminates the potential for excessive stacked bonuses. OK, there's some math, but you'll know the total bonuses ahead of time, so you won't be figuring in combat.
In the case of missile weapons where you might use missiles of different bonuses in one combat, I'd figure the bonuses for the bow ahead of time and the individual missiles ahead of time, and then average the bonuses when the attack comes*. Or, the player can recalc during someone else's turn.
We use this method for armor DB mods and weapon OB mods, and it works well.
*In the example above, this would result in +45 longbow being averaged with +35 arrow for +40 total.
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Options 3, 4, 5, 6 & 7:
Anything is a weapon, and should be treated as such.
All items should be rated with the minimum ST and AG
mod needed to use the weapon without penalty
(important! it's not disallowed, you just gain a penalty, which may make it improbable, but not impossible - that's RM). The mods would be based upon 1h and 2h use- FOR EVERY WEAPON. The system needs to stop making assumptions about how it is to be used.
In current RM, a 3' tall halfling can use a 5?' bastard sword 1h with only a -10 penalty, the same penalty a 9' Half Troll gets. Ummm, hello?
Using min ST/AG for 1h /2h use means that a halfling might not be able to use a battleaxe 1h, but could use it 2h. Similarly, the Half Troll might not be restricted to using a War Mattock 2h, but can use it 1h with shield (!)
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Obviously, Natural weapon attacks are a skill. Ever miss with a punch? I remember doing that a few times... Just as obvious is the effect of advanced techniques for natural weapons (commonly referred to as Martial Arts, but also including boxing, wrestling, savate, etc.) Again, assumptions are dangerous - not all beings have the same natural weapons, and provision must be made for improved natural weapons like claws, fangs, barbed tails, etc.
It is important to define the point at which natural weapon attacks switch from mere scuffling / brawling to deadly combat.
This could be done by modifying the existing natural weapon attack charts and instituting not only a damage threshold for size, but a crit threshold as well for skill.
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Cinematic Martial Arts should be an option, not core.
Oh, yes, I love cinematic Martial Arts, but realistic Martial Arts should be the norm.
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Option 10 & 11:
I would like to see a 'roundless' combat system, using ONLY action times. I yearn to hear someone say, "What? he's attacking ME? Ack - I abort to parry." The main difficulty I see with this is holding instant spells to the 1/10 seconds rule.
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Option 13:
We used this for all but missile weapons - a missile weapon exceeding 150 was assumed to have 'blown through' the target and applies the remainder of its OB against any new target on the other side.
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Option 16:
Watch out, you're opening the door to
Intentional Knockback attacks...
If only size was a stat, you could do knockback so easy...
More likely, it will be tied to OB and maybe the attacker's weight (irregardless of their body type) and not the defender's weight, so a War Troll will get knocked back the same as a halfling or pixie...
If this option is handled well, I'd like it. If it's half-a**ed like some of the other options, then I'd rather not see it. This one in particular has no easy fix, and would require a good bit of work and playtesting to accomplish.