tag:blogger.com,1999:blog-2624244242117701070.post9024271904023516300..comments2024-02-05T03:35:05.363-05:00Comments on Reality Refracted: Debilitating InjuriesA.L.http://www.blogger.com/profile/05306497273874881493noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-2624244242117701070.post-3453591339680484282011-02-08T11:13:46.785-05:002011-02-08T11:13:46.785-05:00Some games do it, and do it very well. The added r...Some games do it, and do it very well. The added realism can be great, even in games where realism isn't always the 'answer' like comic book games.<br /><br />I mean, you don't often see locational injuries mattering much. Especially not when the crap hits the fan, but you do get those occasional dramatic moments where the hero has to limp away, holding their side, and leaving a A.L.https://www.blogger.com/profile/05306497273874881493noreply@blogger.comtag:blogger.com,1999:blog-2624244242117701070.post-25178283298009922622011-02-08T10:19:50.163-05:002011-02-08T10:19:50.163-05:00Doing this in a free form way as in "You jump...Doing this in a free form way as in "You jump down off the roof, it's only one floor up, but you hurt your foot so can't run as fast" can be very interesting but there has to be a way of tracking it so you don't forget an hour later (unless it was minor enough that it did heal).<br /><br />I do this automatically in my game with modifiers called Character Difficulty Factors Emmetthttp://www.theartifact.netnoreply@blogger.comtag:blogger.com,1999:blog-2624244242117701070.post-71194567926601955792011-02-07T14:37:17.238-05:002011-02-07T14:37:17.238-05:00I think it would be a great idea to employ, especi...I think it would be a great idea to employ, especially as your own custom hit points system. You could roll to see which body part you hit instead of rolling damage and then describe what happens based on that.Anonymousnoreply@blogger.com