Probably encumberance, almost certainly the single most ignored rule in rpgs.
But honorable mention goes to old school AC/THAC0 - the mechanics were originally for modern-era battleship game where armor class referred to size. Using the smallness of boats to model the defensive power of better armor was never going to produce sensible results. THAC0 was always unweildy at the table, slowed play, and turned combat into a chorus of “uggghhhh does a 13 hit?” “Ugh… no.”
Encumbrance makes a lot of sense in the context of old D&D, progression was tied to how much treasure you could get out of a dungeon. It also works well in survival-type games where resource management is a key mechanic. But like many facets of old D&D it is applied widely with no consideration.
Probably encumberance, almost certainly the single most ignored rule in rpgs.
But honorable mention goes to old school AC/THAC0 - the mechanics were originally for modern-era battleship game where armor class referred to size. Using the smallness of boats to model the defensive power of better armor was never going to produce sensible results. THAC0 was always unweildy at the table, slowed play, and turned combat into a chorus of “uggghhhh does a 13 hit?” “Ugh… no.”
At least THAC0 was fun to say!
Oh yeah that’s true, it is somehow unreasonably fun to say.
Encumbrance makes a lot of sense in the context of old D&D, progression was tied to how much treasure you could get out of a dungeon. It also works well in survival-type games where resource management is a key mechanic. But like many facets of old D&D it is applied widely with no consideration.