D&D General Filling the Gaps

Samloyal23

Adventurer
What are some things you can do in real life that you think should be accounted for in the rules but are missing from the game? What do you see as gaps in the simulation that take you out of the immersion of gameplay, things there should be rules for but aren't?
 

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GlassJaw

Hero
For certain types of games (low-magic, gritty), I always want more detailed "survival" mechanics: fatigue, thirst, hunger, etc, and additionally, better rules for hunting, finding water, and treating different types of wounds and ailments (medicine, herbalism, etc).

The problem with those types of mechanics is they typically aren't fun to track and I've yet to find the sweet spot between interesting mechanics that add to the game and no-fun accounting.
 

dave2008

Legend
What are some things you can do in real life that you think should be accounted for in the rules but are missing from the game? What do you see as gaps in the simulation that take you out of the immersion of gameplay, things there should be rules for but aren't?
In general the gap is between the player and the dice if you want more simulation in your RPG.

However, I will admit that we have never been completely found of HP/AC as a stand alone system. We love the abstractness of it, but we like to add a simulation of real damage with bloodied hit points and damage reduction. We have simple rules that we have used a version of since 1e, but really developed into the current form with 4e.
 



dave2008

Legend
Hit locations, in a way that enables cool actions but doesn't devolve getting wounded into a gruesome torture-porn death spiral, without relying on DM fiat. (Even as a DM)
That is tough one if you ask me. I've tried it a few times and it never adds to the fun, it only detracts from it. I loved the idea at point in my gaming, but it doesn't work well with inherit abstraction required of a TTRPG. And of course the aren't fun.
 




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