Weapon type versus armor class. It is one of those rules from AD&D that often got ignored to speed up play. On the surface, it doesn't seem to have any negative impact on the game. However, if you look deeper at the rule and how it interacts with play, you see that it does have an impact. If you take out this rule (and the same can be said for weapon speed, spaces and reaches, and so on) weapon choice becomes simply about how much damage the weapon does, and armor choice becomes simply about getting the best AC. Keep this rule in, however, and suddenly weapon choice is about the most effective weapon against a paticular sort of enemy, about what weapons work best in various situations. It adds a hint of simulation and "realism" to the game that is otherwise lost in favor of higher damage output, or, more rarely, what "looks cool" for the character.
There are lots of rules like this. Encumberance. Spell components. Getting lost. Exposure. Fatigue. Needing to eat and (more importantly) drink. For some groups, Attacks of Opportunity or (in older editions) rules regarding fighting withdrawal and fleeing.
What rules do you ignore, and how does it impact your game? What rules that others tend to ignore do you pay attention to, and how does that impact your game?
There are lots of rules like this. Encumberance. Spell components. Getting lost. Exposure. Fatigue. Needing to eat and (more importantly) drink. For some groups, Attacks of Opportunity or (in older editions) rules regarding fighting withdrawal and fleeing.
What rules do you ignore, and how does it impact your game? What rules that others tend to ignore do you pay attention to, and how does that impact your game?