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


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We like to play heroes of course, but to be really realistic we have consider CSR (Combat Stress Reaction).
Characters who experience horrors of battle - especially in the beginning levels of their careers - could possible become mentally traumatized due to their experiences. For some reason we imagine adventuring and causing a bit of spilled guts and burnt bodies fun and exciting. It's not really THAT fun and if it is, maybe that kind of person is already in a deep psychosis.

Yes, realistic combat is deadly. But realistically it can also screw around with your head. A lot. Good luck with your 1st-level fighter with low Wisdom.
 

i put my characters right eye in one game because I forgot to remove the spoon from my cup of coffee after I added cream and sugar. :)
Any game trying to blend in melee weapons with firearms.
Accounting rules to include emburinace, how much I spending a month on upkeep etc.
Question? How many old gamers had your pc carry 3 swords +, a ten foot pole, backpack etc? And they could go thru 3 foot door?
My friends and I try this with some weapon replicas and other addon equipment. I would bump against the dividing walls of the dorm room. The walls were 4+feet apart. If I ever find the pic and can scan it. I will post here.
 

Falling damage--especially calculating the time it takes to reach maximum velocity.

On an Earthlike world, a human being should hit terminal velocity in (roughly) the 8th second of his fall.

If the fall lasts that long, and there's nothing to prevent hitting the bottom, he's probably in a lot of trouble. :lol:
 



Rules for wedgies.
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Skill atrophy. That is, the tendency for one to become less proficient in a skill that they don't practice regularly. I personally like the idea, but I can never think of a way to make it work that doesn't require an insane amount of fiddly bookkeeping.
 

First aid rules in pretty much every game ever made. The times are either way off or the effects are way too good. Sometimes, they're both. ("I roll a 15 on my healing check, the character can spend a second wind and is now fully conscious! And it only took six seconds!")

Speaking of which, any game which had more than one (or, at most, two) medical skills would probably be crazy - while in reality there is a lot to differentiate a paramedic from a nurse from a doctor, in a game, we don't need that level of granularity (although I know more than a few paramedics who would be miffed to be considered "less skilled at first aid" than, say, a doctor... as paramedics are better first responders than most doctors).

I have to agree with the pregnancy thing, too, mentioned above. Although, to be fair, in a post-apoc game we actually had a rules system set up that covered things like infections, radiation illness, stds, pregnancy, drug overdoes, and the like. And it all followed one very easy mechanic. But we were trying to cover a different sort of game than your usual D&D-type fantastic adventure.
 

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