EDIT: Actually, Clock's example of giving Batman bulletproof armor is a perfect example of this. "Hey, guys, if this game is too hard...we should put in a method to make it easier so we don't lose a portion of our audience." And such is grinding in RPGs.
And yeah, remember in the Dark Souls thread I said I went back to Undead Asylum way too early. Stray Demon basically raped me the first time because his attacks are pretty much unblockable and the attack pattern is variable in that he might simply spam magic over and over again. You really needed to tank through the fight, especially if you're not a dex-based fighter. And visiting the catacombs early on in the game is a similar scenario as you won't have enough stamina to withstand the barrage of melee attacks that those creeps in the Tomb of Giants dish out. Nor will you have the STR to wield powerful, heavy weapons in the game that are necessary to defeating these enemies at any rate faster than a snail's pace. So basically DS uses statistical barriers to create "invisible walls" that determine where you can and can't go. That is my point.
Whereas, say I got a .2x soul multiplier for every time I parried an attack. Parrying is something players of DS rarely do unless they're confident in the situation (like fighting an enemy multiple times weaker), at which point it's not even necessary. It's a difficult skill that offers no reward, whereas it could effectively be used as a mechanic through which a player can circumvent grinding and topple said "invisible walls". Sadly, even parrying becomes totally irrelevant by the end of the game whereas in like KH, even when fighting Sephiroth you're still fkin parrying. Like, the mechanics stay relevant.