That is "plot armour" in reference to the classes of NPCs, not the wound system.
Just as an aside: plot armour means I-as-the-GM-dont-care-what-the-dice-say-he-survives. That's why I said that I'd rather call it mechanics armour but never mind.
I already mentioned the fact that I don't like small wounds having the same additive effect as large ones, which gets at the problem of minimal damage making someone's head explode. That is a matter of taste, though, since I'm not sure what kind of experience you want out of GRIMDARKNESS THERE IS ONLY WAR WARHAMMER 40,000 if you don't think exploding someone's head with a punch is hilarious and keeping in the theme of the source material.
If the hand is within a power fist, it has my seal of approval. Otherwise, yeah, expect the system to be widely regarded as failure. If FFG's approach was "Hell, yeah, exploding heads through punching!!!", this isnt going to fly.
Again, I already said that it's reflecting the same thing as the universally acknowledged HP system and adding a mechanical effect to each individual hit. Previous wounds bring you closer to death (HP system) and the closer to death you are, the crazier the effects of your wounds get (mechanical effects for every hit). I'm not sure why you think this game is trying to hide its intent. The game is not trying to bamboozle you by extolling realistic combat.
What are these other systems, for comparison?
In a pure HP-based systems attacks do abstract damage, the greater the relative hit point loss (to full HP), the greater the narrative damage also (if there is much of a narration at all). However the final, lethal blow in HP-based system isn't necessarily specatacular in narration. It usually again depends on the damage inflicted relative to max hits. A 3 point hit against and 100 hits character will probably narrated as a light wound that makes the target collapse from fatigue. A 28 point attack would probably be described as beheading.
Of course such systems can hardly be called grimdark.
Systems? Phoenix Command! Muahahaha! Okay, let's take Shadowrun 2nd Ed. Wounds add up, 2 medium Wounds mean you are seriously wounded. However, when are receive a light wound and it takes you into mortally wounded territory, your head doesnt explode.
How is "making a hit in the head 5 or 10 or 15 damage points worse" NOT modeling the effect of multiple wounds bringing one closer to death? You may not like how it works, but that is exactly what it is doing. It's been mentioned that it seems weird to have different body parts to all add to the same overall wound count, but that's what is done in basically every system I have seen. It's not marketing speech to look at something that says "if you've been wounded before, your next wounds are more likely to kill you" and say it is trying to model the effects of multiple wounds bringing one closer to death. I get that you're saying it incorrectly models this, which is fine, and that is a result of the random way that body parts are targeted and hit. As I said before, though, the entire assumption that multiple wounds ALWAYS lead someone closer to death is on shaky ground anyway, given how many things affect that in reality.
Oh this is silly. "Bringing closer to death" works by modelling the overall stress on the body from multiple wounds. Not making the current wound go from grazing to brains-out. It's like if you'd inflict in Shadowrun a light wound but because the character has been moderately wounded, the current wound would be upgraded to serious status.
SR 2E: Existing wound(3 markers) + new wound (1) = 4 marks, still moderately wounded.
SR if it would work as DH 2.0 beta (slightly exaggerated): Existing wound(3) + new wound (1, bumped up to 6) = 9 markers, almost dead.
A wound effect modifier in the current system is not akin to "a person running out of luck". Your average person sees this and thinks "oh, they get hit more and are closer to dying". It's a simple and intuitive assumption that I feel like you are disingenuously rejecting. The only people who get in arguments over the meaning of hit points are people wanting to waggle their pedants at each other. The rest of pop culture and need culture are fine with the implicit cultural association we already have for hit points meaning "guy is hurt and closer to death".
Yeah and hit points work for one reason only: they are a sufficient abstraction so that it leaves every enough room for coming up with a plausible enough interpretation. It's up to everyone's own fantasy to fill in the blanks. Normal HP-based system do not state: you have received 3 medium wounds in the wound, your next wound is 1damage point to the head, your head explodes.
Not taking this into account is problematic.
So let me repeat: A wound effect modifier in the current system is (bold, fat and italics, if necessary I can also increase font size) akin to "a person running out of luck". Because there is no other cause-and-effect chain that links previous wounds in the knees to exploding heads. (Just using this example because it is the clearest.)
A hit point system's weakness is that the abstraction is such that it becomes too much of an effort to interpret every hit and thus a simple "he hit you for X damage" becomes the normal explanation. Hence why DH is trying to spice it up by giving an explanation for different hits.
You're using that example, and there is a simple cause-and-effect for any wound where you can just say "the previous wound made them slower/easier to take out/more distracted/etc.". That is the same logic used for abstract HP systems. The person who was shot in the knee three times is now hobbling along/worrying about his knee so much that when a shot goes for his head, he's an easier target. It's a pretty simple explanation. Is it perfect? No, but neither are the explanations that inevitably come up with HP systems.
Again, what are these systems that get around this problem?
If he gets slower from the knee, then that's what should get modeled. Your rationales are simply not convincing. It's okay if you like the system as-is. It's okay if FFG keeps the system as is, I dont have any stock in that.
I am saying that DH 2.0, the grazing shots and near-misses edition will not be to kindly received - if that's how it works out. And the edition has gone from "Yeah, it's unrealistic that crits up that way" to "My all these wounds add up that way,"
Which problem specifically? There's enough non-hit points based systems.
Given that you're already on record here as wanting more lethal weapons and a realistic damage system, that would mean that the person shooting first is going to win unless there is overwhelming disparity in weapons and armor. Tactics, cover, and special abilities are all getting at the idea of preventing the other guy from shooting you first. You usually get one chance in real life before you're taken out of a firefight and maybe one more chance before you're just dead. Please elaborate on these modern RPG systems and how they handle having high lethality weapons that model realistic damage.
Pseudo-realistic damage. Few system try to model reality. They are trying to model pseudo-reality.
Anyway, Cyberpunk 2020 allows for lots of armour, both external as well as in-body. Twilight 2000 2E doesnt. Same as Phoenix Command based systems.
In pseudo-realistic games there can be various defenses such as body armour, cover or fast movement. Or smoke. Or praying that the enemy doesnt hit. That's always an option. Lethal games force tactical thinking (or death follows). But that's not right for everyone or every playstyle.
How would you handle things escalating if each wound was individual and not effected by prior wounds, though? You'd get a situation where players are gradually getting crippled but not ever actually dying.
Except getting one-shotted, right. Well, how do things escalate in reality to the point of collapse? Try to model that with a simple enough mechanism. I believe there might be various options.
Alex