The problem lies with the fact that what you're proposing is changing something only for the purpose of changing it. It doesn't actually improve anything. It just makes a small handful out of a small subset of gamers smile because they like super duper uber "realism" at the expense of the fun of the game.
If it ain't broke...
[rant]
[sarcasm]
Changing something when I'm trying to come up with original ideas for a
NEW RPG SYSTEM?! Wow, you're
right, what was I
ever thinking of? How absolutely shocking and horrible of me to want to try something that hasn't been done a million times before! I should just be a good little drone and just go modify Fate or make another regurgitated d20 variant.
[/sarcasm]
Look, A4BG, Mirikon, I'm trying to create something that does
NOT have magic, does
NOT have cyberware, does
NOT have super-mega-not-really-a-nuke weapon satellites, and does
NOT have dragons and trolls and vorpal nose-hair trimmers or any of the other sci-fi/fantasy detritus that always clutters up most historical settings.
I'm trying to create a game for people who want actual tactical fights with people vs other people rather than rolling "swing, dodge, swing, dodge" ad-nauseum with some flashy kabooms thrown in and pixies (or mini-drones) flying around all over the place. And yes, I'm trying to keep it all streamlined and light on its feet, but with more
OPTIONS on how you do what you do. Simple things to change your attack that aren't going to take any more time to apply than having Gel Rounds turn your AR into Stun damage that goes against Impact armor.
Yeah, you have a couple more lines of info to write down, but actually applying them is as simple as A vs A, B vs B, C vs C, or D vs D, pick one.
It's
NOT SHADOWRUN, it's
NOT DUNGEONS & DRAGONS, and it's
NOT SUPPOSED TO BE! This system won't have all the other bloody supernatural, future-y clutter to take up head-space, so it damn well needs
SOMETHING to make it interesting.
If you don't like it, fine, but quit acting like trying to do something new is doomed to failure just because I'm not singing the praises of current RPGs and claiming they're absolutely perfect and there's no need for any other RPG systems to ever be invented.
Okay?
Good.
[/rant]
Right, now that that's out of my system...
l'd thought about other ideas, as well, like giving weapons a Mass rating and an Edge rating and giving armor a Hardness rating and having those modify other ratings, but those ideas were just awkward and clunky, so don't think I'm going for
"super duper uber realism", because I'm not. I want to create something that's got more realistic options for how armor and weapons handle damage, yes, but I still want it fun and agile to play with.
I don't mind criticism, but everything I've been hearing basically boil's down to "Give up and go home, kid, this sucks balls." How about giving me some feedback that's actually constructive? If you think it's too complex, what parts do you think could be folded together, for example.
I'd really appreciate it, since I actually think the current setup is pretty damn simple and obvious. Maybe it's just because I wrote it, or hell, maybe I'm just that much of a genius (yes, I'm joking here), but it really doesn't seem any more complicated to me than all the stuff you have to remember for Shadowrun.