I'd take int checks over puzzlesolving any day.
Essentially, then, you hate participating.
I know of a game you'd love. All you have to do is press the X button on your controller a whole bunch.
On topic again, are there any genuinely convincing arguments that realism is really-and-truly a design goal for any sort of game (except for strict simulations like, say, Falcon 4.0)? Because real life rewards power gaming and using the same tactics every single time (see: SWAT teams. Kick in door, throw in grenade, shout a lot, arrest perps, rinse, repeat. Oh, and they only take the best people for doing that sort of thing. Buncha munchkins are using exploits, man). Or is boring. Battles can go on for hours in real life, with people staying in one place and firing at half-seen forms that might,
might, have been an enemy's head. Or is over in a second, because everyone all but walked into each other and the guy who got initiative had an AK and didn't really have to bother aiming.
Is any of that a game you guys want to play? Maybe you said yes, I don't know, but realism like that seems much better suited to higher-level strategy games, because personally I don't want to have to deal with piddling, meandering crap like that, and nor do I particularly want to reload because I wasn't the guy in the last example. Inevitably my last save would have been several hours ago.
Abstraction is definitely the best way to go in these matters. More abstracted games are rarely so lethal or random that you're locked into a single course of action - a la the SWAT team - or compelled to create a certain sort of character - the super fast guy with an AK. And an elegant system can, in fact, approximate a lot of the specific things you guys were talking about earlier. Consider HP for a moment. A damage roll has a number of potential results. Get a low result, and, well, your sweaty palms made your grip falter. High result, nice solid strike right on the top of the bonce. This is purely narrative, and I'm ignoring all the issues there are with D&D style HP, but the player won't care if it's kept under the hood, and besides the result will be similar to a more complex system (at least, at low levels) without the greater development time and potential for bugs that the extra code will bring. Low HP approximates being in a disadvantageous position in combat almost as well as a 'wound track' or death spiral, despite the painfully obvious flaws.
Honestly, you could base a brutally simplistic system on
Hnafatafl and terrain modifiers* which would have more tactical rigour than a strictly realistic simulation. And isn't that what we're aiming for, with this discussion? Meaningful decisions on the part of the player?
* Off the top of my head - characters have two stats, combat and movement rate, terrain has X-Y-Z coordinates and maybe a simple terrain type modifier. In single combat, the character with the higher stat will win, in a predetermined number of rounds depending on the difference between the stats and the terrain factors (for this to work, running away will not be an option). Flanking a guy with two characters will adjust the combat further in their favour, while putting a guy on opposite sides of an opponent - essentially backstabbing him - will drop them in one round. So essentially positioning will be very important - your men's movement will be modified depending on the terrain they're on, so essentially each side will be trying to isolate their opponents, gain higher ground (for bonuses), close off areas which allow speedy transit, and prevent the enemy from coming to the aid of their losing allies. There, it's deterministic and very abstract but if I saw something similar to it in a game I would evangelise it over Fallout-style 'stand and hope for a critical' combat no matter how bad the execution was.