A few interesting points presented here...
monboesen said:
The problem with most of these (good) ideas is that they seriously bog the game down.
Indeed. But it is understood that the mechanics of the Core Rules represent the simplest system of arbitration for combat. Therefore, any deviations to this system are most likely expanding the base model and thereby increasing the complexity at the cost of efficiency. In simpler terms, every variation of the existing rules are going to bog the game down. It is simply a matter of discerning how much of it you are willing to tolerate for the sake of a greater level of complexity.
monboesen said:
Dmr 8/- for a full plate might be realistic by not really much fun for the dual kukri wielder extraordinaire, speedy monk or elegant duelist to face. In fact we have tried that and it lead to everyone using big twohanded weapons as it was the only fighter concept that worked. Realistic, perhaps. But boring.
The damage resistance mechanic in itself is flawed, as it is presented in the Core Rules. By their definition, damage that is inflicted simply disappears or is entirely absorbed by the skin/armor/magic/whatever without any side effects or consequences. If damage represents physical energy created by the force of a blow, then the energy 'resisted' must be turned away or redirected in some manner. Energy is never destroyed. That is just a law of physics. It may be acceptable in game terms that energy is simply dissipated, but it's not very realistic.
Now, because I wanted to utilize a variant of the Vitality and Wound points system, I found a way to get around this in a more believable manner without sacrificing much of the efficiency in game play. First, I tweaked the current system to have Vitality represent a character's physical energy and stamina. As they lose Vitality points, the character eventually becomes more fatigued. When he loses all his Vitality points, he is too exhausted to defend himself effectively and all damage thereafter reduces Wound points unless he can recover his Vitality again. Characters could also reduce Vitality through strenuous physical exertion, such as moving in heavy armor or while encumbered, or attempting to cast spells beyond their ability or power.
Before, damage could only reduce hit points and nothing more. But with this variant in place, damage resistance now has the capability of converting that damage (energy) into a different form. So the dual-wielding kukri expert may not physically damage the armor-plated fighter right away, but his attacks will wear him down to a point when he can. And the plate-wearing warrior may exhaust himself quicker while trying to fend off the quicker and lighter assailant who will not wear himself out as fast. At least, that is what I hope this system will achieve once it is completed.
And, yes, it will add an extra layer or two of complexity to combat. But my style of play supports it. I've never agreed with the ideology of people who run about from room to room in a monster-infested subterranean complex fighting numerous times within a short period of time and never tiring. The only true 'rest' in the game was fashioned as a recharge period to regain spells and abilities otherwise limited from one sunrise to the next. A handful of threatening skirmishes in a day is far more exciting to me than a series of repetitious encounters with often predictable outcomes. Certainly more entertaining to watch players pace themselves than to try charging ahead to the next encounter before their spells wear off.
But, I digress as I have rambled on once more. Variants will add complexity to the game, and may bog it down some. Everyone simply has to decide how much it is worth to them and their fellow players.