bedir than
Full Moon Storyteller
I put a lot of work into my PCs, both fluff and crunch. I hate to see that go to waste on a random roll.
If I want to play a one-armed swordsman, it will be part of my backstory.
The idea is that it isn't just a single random roll. Your PC has made the choice to continue combat while down in HP. They've done so several times and not gotten healing. They then take a blow that a simulationist gamer thinks would kill them. And finally they then lose their arm, or whatever.
The PC made choices to get to that point while knowing the risks. That is role-playing. That is fluff. It all happened at the table and the risks that were chosen had consequences.
This thread has me interested in using Lingering Injuries because I think it makes those choices more interesting. Yes, combat may last longer as there would be more in combat healing and there would be more retreats as well. To this point I've only used a single cosmetic lingering injury for one of my PC's dogs that got smashed. Little Vondal was Revivified, but has a dent in his left shoulder and skull. That player is a bit more weary of using his dogs in every combat now.