mqstout: The discussion of fear effects reminds me that they are something I always house rule when playing tabletop RPGs. Rules as written are extraordinarily unfun, where failing a fear save usually means "out of this combat" (meaning "sit at this table not doing anything while my friends have a good time for 30-60 minutes") if someone can't save you and remove it right away (within a round or two).
Your mention of table top RPGs reminds me of another mechanic present in at least D&D (at least the editions I am familiar with) that I would houserule away.
Specifically, it's the mechanic where, if a character is sleeping or paralyzed, the character can be easily be killed by a coup de grace attack. I think it's already bad enough that the character is missing turns (and that effect is already quite powerful for a low level spell), but allowing such characters to be killed so easily turns such effects into instant death effects, which are way too powerful for that level.
Then again, I would probably house rule death out of the game mechanics entirely, creating a situation where death can only happen as part of the story, and only if the DM and player in question agree to it. Or, I would adopt something like SaGa Frontier's Life Point system to make death significantly less likely in normal gameplay (though such a rule has interesting implications if the D&D 3.5/Pathfinder rule is in play).
By the way, in Wizardry 4, if every enemy is asleep the battle will end, but the enemies that survived the battle asleep will still be roaming around. (I just wish Wizardry 4 properly implemented level draining.)
mqstout: Of course, ttRPGs have "shades of fear". Pathfinder 1e:
Shaken: A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.
Frightened: A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to f lee; indeed, the creature must use such means if they are the only way to escape. Frightened is like shaken, except that the creature must flee if possible. Panicked is a more extreme state of fear.
Panicked: A panicked creature must drop anything it holds and f lee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to f lee; indeed, the creature must use such means if they are the only way to escape. Panicked is a more extreme state of fear than shaken or frightened.
Cowering: The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses his Dexterity bonus (if any).
I'm thinking I wouldn't force the fleeing, but instead just give them penalties for choosing not to flee (or forcing cowering in those situations where the target chooses not to flee).
Also, in a table top setting, it's reasonable to award XP for enemies that flee, which is something that generally does not happen in CRPGs. (Though Final Fantasy 5 still awards ABP for enemies that flee, and there's one particularly dangerous monster relatively early in the game (in a side area) that will often just run away, giving you some nice easy 5 ABP.)