3.They don't want to limit WHAT you carry individually so much as HOW MUCH you carry. It is one of the traits of an RPG. Self limitation can achieve what you want.
That's strange. In all my years as a dice RPG gamer, I never had to rely on self limitation. The games we played came with rules, sometime a http://preview.filesonic.com/img/5c/36/84/4532323.jpg. Excerpt from 5.2 in Rules Companion regarding athletics related skills (system have thousands of skills):
Exhaustion modifier chart:
Temp. above 100°F - 2x
Temp. above 120°F - 4x
Temp. above 130°F - 8x
Temp. below 20°F - 2x
Temp. below -10°F - 3x
Temp. below -30°F - 5x
Temp. below -50°F - 8x
Rough Terrain - 2x
Mountainous Terrain - 3x
Sand - 3x
Bog - 4x
Hits or wounds above 25% - 2x
Hits or wounds above 50% - 4x
More than 10 hours without sleep - 2x
More than 15 hours without sleep - 3x
- increase modification by 1x for each additional 5 hours or sleep.
Note that this is a single "lookup table" of quite many in order to make things easy for players and GM to compute. But on computers we have "endless resources" to make continous calculations rather than lookups. And yet, we get none at all. Sure, we get to carry a lot of equipment in RPGs. But if the rules makes sense, this ability doesn't come for free. There is so little that acts as counterbalance the whole idea gets out of balance.
In the above table, temperatures cause one factor to the penalties. For Skyrim, in order to make clothes and Nord resistance matter, I would love to have hypothermia replace FONV RAD meter (let's call it HYP), where the only things that was affected was disease resistance and movement speed (in Oblivion terms it would affect speed and willpower attributes, maybe differently depending on race, who knows).
Of course, the system is also laid out to be adaptive to GMs intent and players desires. If there were elements we considered "tedious", we could agree to ignore them (it's a whole bunch of rule books for a reason).
FONV at least gave the possibility for those who wanted to to play by additional rules enforced by the game itself. Skyrim leaves all of this into the hand of players themselves. I'm an avid role player, and I like to believe I'm pretty good at it with some experience to back that up. But I cannot play a game based on rules, when it has no rules!
hardcoe in FNV wasnt really that hardcoe.
Want hardcoe in Skyrim? play on expert, no HUD/crosshair, no music, no use of map, save only in towns, no magic, enchantments or followers.
It was hardcoe in the sense that it added additional rules you had to live by. Call it "additional rules mode" if you wish. I never considered hardcoe to make the game "harder", and it didn't. It only helped make the game appear more realistic. The way it was implemented was just about perfect, for what it attempted to do. Still some silliness in the combat system and so forth, but I never got the feeling it attempted to fix those.
6) Toilet mode. If you forget to go to the toilet then you die from a bloated bowel. In addition, if you forget to wipe your bum with a rare and hard to find leaf, then NPC's comment on the smell. Furthermore, using the wrong kind of leaf (eg a poisonous one) results in your character walking funny.
Ehh, hacked account? Started out by making sense, now this?