The latest Game WISH asks for the one bit of game mechanics that we really, really, really wish games would get right.
No contest. For me, it’s physical injury.
This is not, incidentally, because I am a drama queen who wants to roleplay every excruciating moment of agony. Okay, perhaps I am such a drama queen—it’s still not why.
Part of “why” is that I get dumped rudely out of immersion every time somebody who is just hanging on to his/her life suddenly pulls a Jackie Chan move and mows down half the field because his/her injuries haven’t slowed him/her down one iota. I am sorry. I don’t care how epic your character is. This should not happen—or at the very least, it ought to be highly unlikely.
Another part is that in D&D, at least, the generic, non-localized hit-point system puts too great an onus on people playing healers to keep mental track of everybody’s state of health. There’s a rule, I believe, stating that no one is even allowed to tell another player his/her character’s current hit-point level.
Fine—hit points are a metagame distraction—but how is Afletana supposed to do triage? The rules offer no hit-point proxy for her to determine approximate state of injury for anyone but herself. In other words, the system permits Afletana much less information than a simple look around at her companions would offer! Ridiculous! (And, yes, I have lost track of who needed the most help and nearly gotten someone killed thereby. I was sorry for it, as Afletana would do her best to keep such things from happening; it irks me that the rules themselves are getting in the way here.)
A third part is missing so many chances for problem-solving and juicy dilemmas. Your arm is broken. You need to get out of this pit you fell into. What do you do? Your comrade needs help walking, but you need both hands free. What do you do? Your comrade suffered a head injury and is unconscious. You have got to scram, fast, but if you move your comrade you could worsen the injury. What do you do?
A fourth part is… hm, this one is hard to verbalize. I guess I think that most gaming systems are too oriented toward soldiering through every imaginable injury. It bothers me that players don’t have to stop and consider their characters’ pain, since that pain has no game-mechanic consequences. It bothers me that long-term disability only seems to happen at character creation, never as a result of a fight that went badly. It bothers me that the only risk from a fight is death.
I also think characters lose a lot of just plain looking out for each other. Ten hit points, Cure Light Wounds, ho-hum. No sitting around the campfire bandaging each other, rubbing the sore spots, commiserating. No interesting scars. No old wounds. Seems oddly sterile, when you get right down to it.
Okay. That said. Designing a system to answer the flaws I have outlined is incredibly difficult, perhaps impossible. Injury level is a function of so many things—general character health, type of damage, type of armor, body size, style of defense. I hope I’ll get some responses to this with suggestions of better injury systems (not that it’s hard to do better than D&D3e), but chances are I won’t find one I consider ideal. Just a hard problem.