Base of combat system is done.
I want to make simply, fast but interesting and not repetitive combat.
Whole system is based on two assumptions: "during fight you have to think" and "fight elements must be planned".
So, so far it looks like that:
1) Due to speed (in first turn) or last action type + speed factor (later) attacker is decided
if player is attacker:
2) before your turn, you must plan three actions (attack, defense, etc.); enemy do same thing
3) various actions imply different opportunities - if your first action is... damn, I don't know how write this in english... if you first action is sweeping cut derived from the shoulder, you cannot declare thrust in next action, but you can make 'cleaver-like' cut derived from elbow, can move back and defend yourself by distance, can make pirouette (least realistic, but very spectacular
).
4) chance of miss/block/hit are percentages + variablem from enemy action, you attributes, etcetera
if player is defender:
2) firstly - you have penalty for attack actions
3) before turn, you must plan three actions, but - due to player's intelligence attribute - you can predict 1, 2 or all 3 actions of enemy
edit: What's about displaying status of player's health? I'm considering resign from standard number of hp's or percentage value of hp. Instead I'm planning replace this and make 'description display system', ie you know that you are light/moderate/etcetera wounded, but you don't know if you have 5/30 healthpoints or 7/30.