IMO the Press Turn System is the pinnacle of turn-based battle systems, it rewards observation and tactical play, and punishes carelessness.
I like the Blood Skelter mechanic in Mary Skelter, where you have to workaround the possibility of party members going insane, or take a gamble and allow them to go insane, which makes them extremely powerful at the cost that you can't control them.
I really like the EX command in 7th Dragon, empowering their next skill as well as making them go first, makes it a magnificent strategic choice... Or a panic button, making it only rechargeable by resting at an inn is genius.
I like that in Saga Frontier characters get fully healed at the end of combat, but if they fall in combat they get debuffs which can only be healed by resting, and if they stack a certain amount of those debuffs they can't participate in combat until you go back to an inn.
The eating mechanic in Digital Devil Saga, which rewards you with extra xp if you finish off an enemy with the "eat" command.
I like the Blood Skelter mechanic in Mary Skelter, where you have to workaround the possibility of party members going insane, or take a gamble and allow them to go insane, which makes them extremely powerful at the cost that you can't control them.
I really like the EX command in 7th Dragon, empowering their next skill as well as making them go first, makes it a magnificent strategic choice... Or a panic button, making it only rechargeable by resting at an inn is genius.
I like that in Saga Frontier characters get fully healed at the end of combat, but if they fall in combat they get debuffs which can only be healed by resting, and if they stack a certain amount of those debuffs they can't participate in combat until you go back to an inn.
The eating mechanic in Digital Devil Saga, which rewards you with extra xp if you finish off an enemy with the "eat" command.