So: Hitpoints. Vitality and Wounds. Reserve Points. Discrete-injury variants. Massive Damage variants. Wound penalties. Altered non-lethal damage rules. Stress points.
Has anyone taken all of the various wound/injury systems and compared them side by side, with some analysis of what sort of play style and 'feel' each one creates? Something that talks about the results of using one versus another?
Has anyone taken all of the various wound/injury systems and compared them side by side, with some analysis of what sort of play style and 'feel' each one creates? Something that talks about the results of using one versus another?


