@StefaNonsense I get his point, and I appreciate it, but it seems to me that if there is a discrepancy between fun and realism, that's likely a sign that the problem lies with the fundamental design.
eg his example where you dodge a load of hits and then take one that lays you flat - why is it designed in a way that a single hit has that big an effect on your character's abilities?
Big subject though - tinkering with one aspect of the systems will impact on a lot of others
@66ALW99 different strokes for different folks, for me realism=fun. But this is always a nice discussion to have in order to better illustrate how different people can have VERY different takes and preferences related to the same subject matter. What is fun and for whom? that's what isn't clearly discussed my Tim, seeing as how that depends from individual to individual - and in the absence of continuous and constant focus group testing, what you're making is something that is fun "for you"