Thinking about it, I think I played one of the Wizard's Crown games. Wizard's Crown 3 I think, but it was a long time ago.
I remember liking a lot of the underlying mechanics of the game, even though the graphics where bad even for ega game. It was all the rules for bleeding and damage multiples that triggered the memory.
If it's the one I'm thinking about, some of the skill mechanics I'm using where influenced by that game. Someone using a skill generates a number from 1 to their maximum and compares it to the target number, if it's higher it works. If the target is a defender in combat they will be generating a number from 1 to their defense rating as the target, static objects have a fixed target number.
The thing I like about this sort of system is that it's very easy to get a skill high enough to have a 75% chance of success but no amount of skill will give you a 100% chance of success. It provides an effective built in curve.
Another thing I recall liking is that when you killed something, the stuff it left behind was based on what it actually had and used. If you killed an orc, when you searched the body you found a suit of chainmail, a sword and some coinage. Kill three orcs, and you would find 3 suits of chainmail, 3 swords, a couple of shields, possibly a helm, and money. None of this monsters dropping healing potions left and right even though they can't use them crap you see in many games.
Jay