Originally posted by Rail:
Stories aren't designed to be perfectly realistic.
In addition, many systems had too many rolls and became cumbersome. I don't care where I hit him. Let the imagination of the players or DM figure out that quickly. Too many rolls bog down the system. Call a hit a hit and get on with the storyline.
I agree, there are plenty of lame rules to be found in AD&D. Dual classing and forgetting your other skills is lame
To address the above points, the AD&D rule system actually restricts play in a very bland and predictable way.
Under RM, each combat attack requires one roll, with the chance of a second if you were lucky. And unlike the interminable hack & hack and hack again of AD&D, RM combats tend to be resolved nice and quickly. So in fact, AD&D is the system with far too many rolls.
As for the dual-classing problems, well, this was easily covered by RM's far superior character-development process which required a character to actually use the skills (chosen from a huge range of possibilities) they aimed at gaining with their next level-up. This made RM characters far more personalised and fun to play.
Anyway, it is far better playing with the ever-present chance of actually dying, as it adds an edge to gameplay which is unobtainable under a system where you just know that the goblin coming at you with the dagger will only ever do 1-4 damage to you if he hits.