Keldoclock wrote:Am I the minority in liking super complex rules systems?
No, I like them too, I'm just too lazy to implement them in a game. I guess reading through the rulebooks and learning about them make me feel smart for once.
I started my career with one of the these complicated rule systems. By now I am weary of it, but others like to have a rule for everthing and ask you to make up to 10 different die rolls to determine how many hours you need to make a new handle for your axe. Or they discuss the flying speed of a carrier pigeon and try to find/makeup rules for it. The discussion is several forum pages long, I heard. To summon or banish a demon, you have to go through a long checklist of possibly influental factors: Knowledge of its True Name, quality of offerings, summoners robes, order of stars, summoning circle, quality of candles, quality ot the chalk you used for the summoning circle, strength of demon you want to summon, a demon pact you might have,... All these modificators and their value are written down. It's a wonder that it doesn't matter what you ate for breakfast.
There are simply too many rules, it's impossible to use them all. Some are simply unneccessary or kill the fun, like those for environmental damage, that make you freeze to death within minutes in a chilly autumn's breeze. Although it might be "realistic", it's just no fun to play. Same with stamina in fights. You already have enough other things to keep track on, adding another one just slows down the action even further and the additional tactical deepth simply isn't worth that.