My point on spells was that even if the strength of said spells were increased, as you suggested, it would still be a disadvantage to be a mage in a fight. Spells require you to stand still to be cast, something that needs to be changed. How it is you have to know the range of your spell so you can run away from the opponent to the limit of that range just to cast your spell before retreating again.
Ahh, i understand. And I agree; hit&run doesn't support mages, but only fighters.
My point on spells was that even if the strength of said spells were increased, as you suggested, it would still be a disadvantage to be a mage in a fight. Spells require you to stand still to be cast, something that needs to be changed.
have a fighter take the blows while the mage hits it from afar. standing still while casting is not an issue.
Basically I agree. But personally I'd like to see both 'classes' to be more accommodated. Sorry if i repeat myself, but the more i think about it, the more I come to the conclusion that a new movement system is in order to realize that goal. And the best movement I can think of, is the one I described above. I'll try to illustrate the whole idea a bit more...
Taking the focus-based movement as the fundament, some more additions to that (some of which I already mentioned).
1) Different spell casting speeds, depending on the powerslider.
2) Different movement speeds, depending on the chosen stance.
3) Attack combos, risky and taking a longer preparation, but a considerable option, when about to lose.
4) Sidesteps/rolls, to quickly evade the hit of the opponent.
5) Instant magic, not that powerful, but also a considerable option (buffs/debuffs).
6) Grabs, from which the opponent can get free from, either manually, or less complicated by stats (AGI, STR)
And now a little story including all that (badly written since I'm having a bad headache

)
Both players move around, in a speed somewhere between walking and running. They keep a safety distance, not too far and not too close. One is a highskilled mage, the other one a highskilled fighter. Now the fighter decides to make a move, changes to an agressive stance, which makes him move a little, but noticeably faster. The mage notices that and quickly changes to a full defensive stance, which makes him move quite a bit slower, and easier to be approached, but knowing that his defense is good enough to survive the hit, in case it gets through. The fighter gets close enough and swings his sword, but his hit doesn't have much impact, only cuts 20% of the mage's health. He now changes to a full defensive stance and backs off slowly (by the way, full defensive shouldn't inflict a strike after X seconds). But the mage doesn't care, he casts an instant Realm3 spell, called Touch of Sorrow
TM, and the fighter's stats are being decreased by 40 for 1 minute. Now since the fighter is still backing off in full defensive stance, the mage takes the opportunity to summon a small fireball, which doesn't do too much damage (~10%), but is quickly casted and burns the fighter's armor badly (quality drop). Now the fighter is getting angry and changes to bloody stance, approaching the retreating mage and pushing him with the back to a wall. The mage sees no alternative and in the very last moment executes a sidestep, letting the fighter hit thin air (a combo being performed by the fighter would probably have been more sucessful in that situation). Now the mage strikes back and grabs the fighter from behind, trying to cut his throat with a dagger (Stats are now being compared). Since the fighter's stats are still lowered, the mage is able to inflict a bad, but non lethal would to the fighter, before having to release him again. The fighter's HP is now at 30%, the mage's is still at 80%. The fighter is now very careful in his movement, and keeps distance. In the meantime, the mage casts a Realm4 spell called Dweomer Shield
TM, which lets all damage done to him decrease his mana bar, instead of his health. Now the fighter sees no alternative and starts a very risky combo on normal stance, since there is no noticeable modification to his movement speed, so the mage does not know, that he is preparing the attack. Feeling on the safe side, the mage changes to a normal stance himself, but he started too late, the fighter has gotten close enough and hits him 3 times. The first blow decreased the mage's mana bar to 0, the second and third hit get his health down to 25%. But now the timing of the mage runs out and he hits the fighter and finally takes him down.
The end

The whole fight doesn't require too many keys, only steering and a handful of shortcuts. But in my humble opinion, such a fighting system is something I would adore, since it not only looks very much realistic, but also combines playerskill and characterskill to a whole new level of PvP ... at least in my head.

And yeah, I know that dwarves would have a struggle to grab someone to cut his throat, but the grab could look like jumping on the taller one's back. Oh well, all in all just my personal opinion of a good PvP system.
PS: The "
TM" was just a joke, feel free to take them over
