Here are my thoughts on the list so far: 1 the lightning spells and armor thing. If Nirn does physics at all like irl does having metal armor on would not make you more vulnerable to lightning. In fact if you strip a guy naked, cover him head to toe in chainmail, and hit him with lightning he would come out relatively unharmed other than perhaps burns from the metal and air overheating. Electricity follows the path of least resistance which in that case is through the metal. It wouldn't even touch his skin even if it was in direct contact with the metal. Electricity spells ingame are an anti-mage weapon and it seems to work better to me in that context. Make electricity spells almost useless if the target is covered completely in metal but devastating against other mages. Cold spells on the other hand could potentially freeze armor joints and make movement even harder even if they don't do extra damage. Fire spells would also make a tin man into a nice little metal oven, while the armor would protect against the initial burst over time the metal would start to burn the skin severely and take a long time to cool. Perhaps a long term burning effect for heavily armored foes that increases in duration and power the longer you apply flame? 2 For the weapon damage perks I see one potential replacement for two handed weapons at least. Instead of the unrealistic dame perks how about perks that increase attack speed? Any untrained grunt could hit someone with a giant hammer and do dame but without training and conditioning with that type of weapon you would find it extremely cumbersome and would probably barely be able to lift it let alone swing it all over the place effectively. 3 Hypothermia: I've been wanting this one for a while and I've got a few extensions potential to what you have outlined: for one thing make getting wet in a cold place have an effect. If I fall in a river in the middle of a blizzard that should have a serious effect like direct damage till you heat up again. In addition to the heavy clothing perhaps an amulet of warmth or something like that? Moderately expensive and it takes the amulet slot but saves you from lugging around heavy clothing. Potions of warmth also seems reasonable for those fell in a frozen lake situations (or perhaps when you want to dive into the frozen lake as a preventative measure) 4 As a pure opinion thing magicka seems like it is supposed to be separate from physical fatigue to me. I think slowing magicka regen when tired seems good but lowering your overall pool seems a bit off to me. Like when your tired you should still be able to draw upon your full power but once it's exhausted its a lot harder to get it back. Again that's just how I feel it should be. 5 Stamina imo should be given a much larger pool but slower regen. This seems more realistic to me (I can sprint for a lot longer than the guy ingame and I'm out of shape but once I'm done it takes a lot longer until I can go again) In game terms this also makes stamina management much more strategic and potentially gives stamina potions a use. You would be able to smash a few foes with full strength no problem but in an extended battle you would start to tire and weaken if you cant get a break. If you made all stamina potions long lasting regen potions it wouldn't make you last forever but it would make you last significantly longer for those long or difficult battles. Thanks for reading hopefully you'll like some of these ideas and be able to use them.