Maxvorstadt: you want to move him away from danger to save his life. In other RPGs that works, but not in C:E! Here there is a mechanic, that allows every surrounding enemy to hit you for free
Kerebron: Zone of Control and Attack of Opportunity are quite common mechanics in RPGs. AD&D, for example.
And they're mechanics I don't like.
ZoC are not intuitive, making it a pain for new players. Also, they slow down combat.
AoO I really dislike; I don't like others getting a turn based off my actions, except when it's due to a special ability. Also, they, again, slow down combat.
(Note that Japanese SRPGs don't use either of these mechanics. They do use counter-attacks, though Final Fantasy Tactics took the approach of making them a special ability, and added an ability slot just for counters and other reaction abilities, but a unit can only equip one at a time, so only some will counter melee attacks (and I believe you can check before you confirm the action).)
There's also the fact that I prefer non-tactical combat, and ZoC and AoO only make sense with tactical combat.
Kerebron: In fact, very few games implement some kind of penalty for having low health. Usually, character with 1HP can fight as good as one with full health. Most games have some crippling statuses like fatigue, sickness, injuries, low morale, etc., but being on the brink of death alone should be a critical situation, which gives you only a slight chance of survival in combat.
I've come to the conclusion that a penalty for being at low heath is the wrong mechanic, at least for single player games, as it makes it far harder for a player to recover from a bad situation. In fact, I prefer the reverse mechanic, where there's a *bonus* for being at low health; that way, the player has an opportunity for a miraculous recovery, and speedrunners can take the risky strategy of staying at low health; you can win battles easily, but one mistake and you're dead. Also, making enemies more dangerous at low health keeps the player on their toes in longer boss fights, keeps the fight from getting boring later on, and when applied to regular enemies can lead to some interesting strategic considerations. (As an extreme example, Dragon Quest 2 has a couple enemies (one a boss, one not) that has a spell that will wipe out your party, but it's only used at low health. It's quite interesting on the normal enemy (especially since that enemy is not immune to StopSpell/Fizzle), but I think it was a mistake to give it to a boss.)
Incidentally, the game I'm playing now, Hollow Knight, does something like this. There's a charm you have an opportunity to get before the game really starts, and when equipped, you'll deal increased damage at 1 HP. (Note that Hollow Knight is an action game, so skilled players can dodge enemy attacks, and HP is low so enemies do only 1 or 2 damage (with 2 not being that common), so it's not too hard to end up at exactly 1 HP, unlike something like Final Fantasy 9.)
(The reason I mention Final Fantasy 9 is Limit Glove, a Blue Magic spell that's obtainable early, and if the user has 1 HP remaining, will do 9999 damage.)
Kerebron: I can understand that. I certainly prefer overcoming difficulties, not annoyances.
It's almost funny that when it comes to "more realism in games", it usually means only these things that make life harder or annoying, not these that make it easier. :>
Maxvorstadt: Yeah, exactly. I still hate the Skillsystem in the Gothic games. It might be more realistic, but it makes levelling up your skills a chore.
What's the skill system in the Gothic games like, and what's the problem with it, exactly?