So, recently I've been thinking about combat. Now, a lot of RPGs have pretty limp-dicked combat. It's just not entertaining. There's nothing to it beyond clicking the attack button constantly or casting spells and so on. The idea behind that is that combat is abstracted in the interest of making the game easier to play and more fun.
But it also means that it is impossible to use real tactics in those kinds of situations. HP is one of the largest offenders as far as that goes. Health is almost always abstracted in order to simplify the game's mechanics.
But what if it wasn't?
Humans are extremely fragile creatures, and a single solid strike with any effective weapon is almost a guaranteed kill.
That doesn't sound like it would make for fun combat. It's too fast-paced and unforgiving. It would mean that if a single ordinary peasant got lucky just once, they could kill the player right then and there. That seems scary. Hellish, even. If that's possible then what happens to difficulty? It would skyrocket, of course. Because if even the lowliest enemies can kill you, regardless of how far you progress into the game, then... it's realistic in a bad way, isn't it? It's not conductive to fun. It's not fun. It's really not.
Well, fuck that. Fun or not, if you want to see actual tactics come into play, on both the player and the enemy's sides, then you'd better get over how easy it is to die in the real world. For every party involved in a fight. It goes both ways, of course.
So I've more or less decided to eschew the use of an abstracted health system, and instead use a very down-to-earth one instead. Here's a rough approximation of how I think it should work:
Wounds and injuries will be ranked by how threatening they are to one's life.
Flesh wounds will have very little effect on your abilities. They will have very little odds of being infected without proper care, and the worst they can do is temporarily, slightly reduce your physical stamina in a fight. There is no risk of dangerous blood loss from one. They'll heal quickly, of course. Cuts, scrapes, bruises, etc. would all fall under this category.
Injuries will have a significant but not world-ending effect on your abilities. They will rarely become infected, but they will definitely make one far less capable of accomplishing tasks or fighting. A sprained ankle would make it hard to move in a fight, or hard to climb up something or swim or really do anything physical. They can usually be recovered from without any long term effects if given proper treatment and not caused to worsen through too much activity. Things like pulled muscles, sprained muscles, dislocated limbs, cracked bones, and mild concussions would fall under this category.
Serious wounds will have a big effect on your abilities. Depending on the type of wound or injury, it could have wildly different effects. A broken arm would not risk harmful blood loss but it would cause a massive decrease in all abilities due to pain and losing the use of an arm. A deep gash in your gut would risk both deadly blood loss and deadly infection if not treated properly in a timely manner, on top of the risk of it damaging an internal organ. All serious wounds would dramatically reduce one's physical stamina in a fight, which would in turn make one more or less incapable of fighting effectively, and have many potential long term complications. Most untrained and inexperienced human enemies who receive a serious wound will immediately reconsider fighting and probably surrender if there's any hope for survival. Wild animals will flee if at all possible. And if they do not give up, their fighting ability would be so impaired that even an untrained soldier could easily put them down. To put it simply, to receive a serious wound in a battle is enough to end it, unless one has the strength and motivation to continue fighting, which would be quite rare amongst humans. And all of these would have serious long-term ramifications on a person. Broken bones, gashes, heavy concussions, etc. would all fall under this category.
Mortal wounds are wounds so terrible that they instantly kill a normal person. The effects are all the same: inevitable death, either immediately or quite soon. Having your ribs crushed into and puncturing your lungs is one example. Having your spine broken is another good example. Or getting cleaved in half. Or losing an arm or a leg. Or just being hit in the head hard enough will do it. Direct heart damage. Disembowelment. All of them involve critical, irreparable damage to a vital system of the human body. The odds of survival are zilch unless you have immediate and advanced treatment. There is a high risk of virtually every complication that can happen to an injury. If losing your foot doesn't kill you, the gangrene will, later. No matter how tough or willful someone is, a mortal wound will kill them. The only difference is how long it takes. For someone to continue fighting while mortally wounded, they would have to be a true hero or... not human at all.
You can accumulate wounds through combat or from accidents during strenuous physical activities, like climbing or lifting things. You could also get them from falling from a high place. Regardless of where they come from, unless they're just flesh wounds, they will have serious effects on your character and also your adventure. One's capability of surviving and healing from wounds will obviously be a function of their endurance stat.
How does a non-abstracted health system encourage advanced tactics in fights? It means that, in order to not die like a bitch from that punk kid with a knife who just stabbed you to steal your cheese, you have to think. And approach combat situations rationally and cleverly. And more importantly, avoid combat at all costs, due to how risky it is.
Rather than charging into the dungeon full of orcs and goblins and their evil wizard master, when a single bad wound can kill you or otherwise fully incapacitate you, you'd better fucking think about how you're going to do it with minimal risk to your own health.
All of a sudden, charisma stops being everyone's dump stat and starts being essential to survival. Funny how that works.