I run a D&D game where I use a number of homebrew rules and mechanics to make fights fresh, exhilerating, and to give every player options they can use on their turn. This, combined with abilities pulled from Hit Dice to Heroics and the Martial Arms Training Manual make for very interesting fights. In my current campaign my Fighter player is absolutely loving the ability to respond to things in ways similar to spellcasters- Volley Fire allows them to create an AoE attack ala Fireball while Parry and Riposte gives them a good defensive option ala Shield, all the while not forcing them into using magic to feel powerful or special. This is an excellent addition to any game looking to spice up their combat variety, though players often times need to be nudged into being reminded they have these options to use as many default to just what's on their sheets.
10/10, absolutely love this and would suggest it to anyone who wants to make their martial PCs feel more special and appreciated.