You are not holding a sniper in your hands, you are holding a curved stick that shoots straight sticks with a pointy end, it should reflect on gameplay
An arrow is more than a stick with pointy end.
Arrowhead is usually constructed to cut flesh on both sides of the wound channel, and, being short relative to depth of penetration, most of the wound channel is not plugged by the arrowhead allowing unrestricted bleeding.
it should reflect on gameplay, it should not, under any circumstance, be deadlier than a 300 pound hammer just "because of balance".
Unblocked power attack with huge ass hammer will usually end you in Requiem even if you're a tincan. I once was steamrolling a bandit camp with a tincan, then some noob in barely a fur skirt to cover his ass managed to get a good swing with a shitty 2h iron axe at me and game over man.
Your point?
Is it possible to add locational damage to Skyrim? The original surely doesn't have it.
http://skyrim.nexusmods.com/mods/12615/?
http://skyrim.nexusmods.com/mods/18436/?
The problem with Locational damage in Skyrim is that the vanilla mechanics doesn't account for it at all.
You need to use scripting extended via SKSE. Even then, AFAIK locational damage mod can't actually check for hit location but has to use aim location for projectiles, which means it doesn't work at all for long range combat (as there is 'arc' in 'archery').
That's not the big problem, though. The *big* problem is that Skyrim's script engine works about well enough for rare, not time-critical events. It's slow, has limited throughput and can choke or hang in the least opportune moments.
And to allow for locational damage you have to feed every single attack through it.
Coincidentally, that's why I'm not using locational damage despite it being a mighty fine mod.
You could probably script the arrows to deal less damage, but cause nasty bleeding, but then again scripting.
the ai arrows are easy to dodge/take cover from.
Requiem fixes this as well by making most projectiles (except those whirly icestorms - they get fucking deadly instead) 2x as fast as in vanilla.
They are still dodgeable, so you won't die cheesily if you know what you're doing, but they are too fast to just stand in the open and weave between them so cover and line-of-sight management becomes vital to survival.
This applies even more to dealing with AoE attacking mages, because they don't need to score direct hits, so choice of cover becomes even more important.
In skyRe they did the same thing, and actually the seems to like separating convenience threes from bonus threes.
Actually that's horribly shitty because it forces player to choose between tedium and nerfing their character.
Convenience perks should be merged into actually useful ones you'll take anyway if you want to use the skill.
That removes the shitty dilemma between gameplay and fun and increases perceived impact of building up your skill.