Rules that would be realistic, but be a real drag to have to use

Sometimes I want to inflict rust damage rules on wearers of steel weapons and armor. I don't know what drives me. It's madness.

Lava-filled caverns? Full of toxic chemicals. I've got your skill challenge right here... it's called antimony poisoning!
 

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Sometimes I want to inflict rust damage rules on wearers of steel weapons and armor. I don't know what drives me. It's madness.

Lava-filled caverns? Full of toxic chemicals. I've got your skill challenge right here... it's called antimony poisoning!

I thought it was the "avoidance of the hydrogen sulphide gas pockets challange..."

DM: Make a check!
Player: What? Why?
DM: You smell rotten eggs.
Player: Huh?
DM: You Die.
 

Anyone ever found some equipment durability rules they actually like?
Flashing Blades includes rules for sword-breakage; if you parry there's a chance of your character's sword breaking. Smallswords are more likely to break than rapiers, which are more likely to break than longswords and sabres, which are more likely to break than hangers, which are more likely to break than zweihänders.

It has a couple of effects on game-play: frex, if your character is facing an opponent with a heavier sword, you may be better off choosing to move to avoid the blow (dodge, step back, duck, or sidestep) than trying to parry it. It also benefits swordsmen trained in fencing styles which permit the use of a parrying weapon, like a dagger, main-gauche, or swordbreaker - it's better to break a parrying weapon than your sword in a duel - batons, bucklers, or a hat or cloak. (Per the rules, hats and cloaks do not 'break' when used for parrying, but I do house rule that parrying a strike which would otherwise cause an extra die of damage tears the clothing item.)

I think the rule-as-written makes swords a little too brittle, but it doesn't bother me enough to house rule it.
 

I dunno pretty much any rule that tries to adhere as closely as possible to things that we take for granted in the real world. Some examples being...

-Getting hungry and the inevitable results there of...
-crawling around sewers (honestly think about it)
-injury and healing and infections
-mental trauma associated with being a mass murderer
-weapon and armor degradation
-having armor not being made to tailor fit the individual

...pretty much the game works as long as the rules try to get the gist of things without being caught up in details too much.

I remember years ago playing homebrews with my friends and he had set it up so that a weapons length, weight, material and any other factor you could think of all had some effect on combat and though fairly realistic it was an absolute nightmare when every weapon you owned had its own character sheet let alone trying to actually roll something for combat. Needless to say I gave up about half way through the first combat.
 

Such systems have a place: hidden in long strings of code for computer games.

Similarly, I designed a nifty magic system back in the mid-1980s that involved stringing sequences of "Runes" together in an 8x8 matrix to make spells & other magical effects happen...and order mattered. I didn't do anything with it because of the massive complexity that would arise from such a simple system. It would definitely require a computer to keep track of all that stuff.
 

Realistic rules for using modern firearms and bullet proof vests.

Using a semi automatic weapon you could fire a clip in a few seconds. A higher caliber weapon like a .45 would give you recoil which would modify your attacks, but a lower caliber pistol like a .22 wouldn't, however it wouldn't do as much damage, however .22 bullets have a tendancy to ricochet off bones within the body producing a kind of "magic bullet" effect. And when you shoot a person how do you determine if it hits the bullet proof vest, and if it does does it hit the armor plate or just the reinforced material, and how do you represent that it turns the lethal bullet damage into something more akin to a jump kick to the chest?

Now figure up how burst fire and automatic spray fire work. Now use those rules in a fast moving game without clawing one's eyes out... now have fun.

Twilight:2013 does a reasonably good job of doing this relatively "realistically" and relatively quickly. Sad that the publisher was essentially a one-man outfit and is moving on.

I think part of the problem with "slow" modern combat is almost everyone compares it to D&D's extremely abstract "roll a d20" method of resolving a combat action - in comparison to this, most systems that involve any type of opposing action (parry, dodge, block), hit location, or moderately complex damage is slow. Just look at how long it would take to resolve a grapple in 3.x - people complained that it was unwieldy - primarily because it required additional d20 rolls beyond the "roll to-hit, roll damage" mechanic.
 

I dunno pretty much any rule that tries to adhere as closely as possible to things that we take for granted in the real world. Some examples being...

-Getting hungry and the inevitable results there of...
-crawling around sewers (honestly think about it)
-injury and healing and infections
-mental trauma associated with being a mass murderer
-weapon and armor degradation
-having armor not being made to tailor fit the individual

...pretty much the game works as long as the rules try to get the gist of things without being caught up in details too much.

I remember years ago playing homebrews with my friends and he had set it up so that a weapons length, weight, material and any other factor you could think of all had some effect on combat and though fairly realistic it was an absolute nightmare when every weapon you owned had its own character sheet let alone trying to actually roll something for combat. Needless to say I gave up about half way through the first combat.

Hey Graham... do I know this genius? =p
 

A comprehensive skill system (even more detailed than the likes of Pallidium or Rolemaster) that tries to really model what an individual knows. With skill training, skill platueaing and skill atrophy built in.

For'ex, taking my son rollerskating this weekend definately showed me its a learned skill, and failing a check can be quite detrimental (as I type this with one arm in a sling).
 


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