Umbran said:
In terms of simulation, realism = complexity is an old truth you can learn from any physics teacher. The real world is complicated. If you want to simulate it, the simulation will be complicated.
I'm sorry, but you are wrong. Yes, the real world is complicated, but that doesn't mean that a simulation needs to be. Just look at it this way, you can have a simple but realistic model of the solar system in which the planets move as they really do, and thats it, or you can have one which goes into details of micro gravitational distortions, sidereal events, sun spots, comets, and any number of other subtle variables. One is not necessarily more realistic than the other. They are both abstractions, one is simply less detailed and one more so.
I would draw this example back to the game in that, you have a solar system where jupiter is closest to the sun, and pluto is the hottest planet, and the earth revolves around the moon. All I'm saying is put the planets in their right place and you can have a system which makes more sense, corresponds with our expectations better, and is more realistic, without changing the level of complexity at all.
How good your source data may be is not relevant if your methodology is not also realistic.
My approach was to tinker with the methodology and the data, while sticking to the feel of the original system. For example, one way in which 'realistic' systems have tried to improve things in the past is by concentrating heavily on wounds. I think it's ok for wounds to be fairly abstracted, I'm more interested in combat mechanics, the strategy and tactics of fighting, than which bones break or which organs rupture or how much blood flows. At this level of abstraction, differentiating between a moderate injury and a serious (critical) one is enough for me.
Yes. That's nice. But you were asking us what we wanted. I was giving one answer. What you want wasn't what you asked to know. Don't ask a question if you don't want an answer.
I'm sorry, I just didn't agree with your premise. I've written two essays about realism in role playing games, and the crux of the point of both is that realism is not equivalent to complexity. The example you are reacting to above, replacing cleave with counterstrike, is just making a point about the level of complexity, not what I want or what you want, that is just a (sloppy, in this case) turn of phrase.
Especially when there are already game items vaguely similar to kern axes and messers, such that I have to start remembering fiddling details to keep them all straight.
To one extent, it's a matter of aesthetics and immersion. I personally think that the real weapons and armor make the game feel more real. Not everybody feels this way, I understand

I know some people really like the double headed axes. I'm the kind of guy who cringes when I see the fireballs flying in the otherwise very promising beginning of "Gladiator". I may be in the minority, but I don't think I'm alone.
And I'm not even entering into the argument as to whether or not one shortish, broad, single edged sword is really all that much different from another, or one hacking polearm is different from another.
If they are that similar, we put them in the same category. The differentiation is made between actual functional differences. Again, it's not complexity for it's own sake!
Now, we get to the important bit - the constructuve part of the criticism:
That being said, your book may be a fine one. I don't mind you trying to sell me different combat. But it being "realistic" isn't a selling point. The game as a whole is not realistic, so I don't think "realistic" combat is a good match.
I'll try to work out another term. Historical based?
DB