>>227028
I've been homebrewing a thing. Basic gist:
Each character starts with 3 HP and 2 Abilities. Abilities can either be passive buffs or active spells, and can do weird shit in the vein of M:tG shenanigans (i.e., one ability might cause a character to intercept any attacks that would hit a party member who's about to die, while another ability would cause him to counterattack whenever this happens).
Elemental damage stuns enemies who are weak to that element. There's 5 elements (Ice, Fire, Lightning, Nature, Physical) in the game I'm running, but you could theoretically go full Captain Planet on your game.
The real switcheroo is the Meter. See, instead of mana, cooldowns, or other shenanigans, there's one big Meter that's shared across the party. Whenever you hit an enemy's elemental weakness, or kill an enemy, you gain a point of Meter. Spells require a certain amount of Meter in combat, but do not drain from the Meter. If all enemies are stunned, then you can choose to blow the whole Meter on them, dealing damage equal to (meter spent) * (number of party members).
You gain 1 ability after each bossfight. You gain two if you had some epiphany during that dungeon.
Finally, because every weeb game needs daating sim elements, you also gain 1 Link Point each time you clear a dungeon. You spend that Link Point on someone, and if they spend theirs on you, your Social Link goes up. This works for NPCs, too; NPCs will automatically spend their Link Point on whoever spends on them.
There are two levels of Social Link. Level 1 lets you directly command NPCs, and gives you a point of meter if you hit an enemy that was stunned by your link. Level 2 lets you do Fusion Attacks, which do fancy shit that lets you spend Meter to gain extra damage.