ruleslawyer
Registered User
Fortunately, I have at my disposal a much preferable (IMHO) set of rules that calls this sort of thing an "attack challenge" and assigns it more reasonable parameters than did the Complete Fighter's Handbook... 
FYI, Torm, the ranged disarm thing you mentioned generally gets handled as a feat (there are a bunch of ranged disarm variants out there). One thing I'd caution against is allowing too many of the purportedly "realistic" 2e optional combat rules into the game without comparing/contrasting for feat options; too many of them are "gimmes".
As for spells having "teeth": It seems that the tide is against me, but one of my favorite things about 3e was its getting rid of these wacky sorts of things. I always hated to have to deploy the pseudo-realism entailed in dealing with 33,000 cubic-foot fireballs and flammable grease and whatnot. Much happier with 3e's "magic is magic, not physics" attitude.
Like Shemeska, I am a big fan of those 2e rules (from campaign-specific materials, for the most part) that are about flavor rather than core changes. I use the spellcasting restrictions, spell keys, and power keys from Planescape as well, and some of the weirder FR wild and dead magic rules as appropriate.

FYI, Torm, the ranged disarm thing you mentioned generally gets handled as a feat (there are a bunch of ranged disarm variants out there). One thing I'd caution against is allowing too many of the purportedly "realistic" 2e optional combat rules into the game without comparing/contrasting for feat options; too many of them are "gimmes".
As for spells having "teeth": It seems that the tide is against me, but one of my favorite things about 3e was its getting rid of these wacky sorts of things. I always hated to have to deploy the pseudo-realism entailed in dealing with 33,000 cubic-foot fireballs and flammable grease and whatnot. Much happier with 3e's "magic is magic, not physics" attitude.
Like Shemeska, I am a big fan of those 2e rules (from campaign-specific materials, for the most part) that are about flavor rather than core changes. I use the spellcasting restrictions, spell keys, and power keys from Planescape as well, and some of the weirder FR wild and dead magic rules as appropriate.