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Сообщить о проблеме с переводом
It's a very complicated system - there should be calculations about traumas, pain, bleeding. Also it allows "adrenaline rush" perk that allows character to ignore any ill effects from wounds and traumas for a while.
While adding complication to a system, when it comes to games, you've got to actually consider does it add enjoyment or just clutter and a false sense of depth.
Alright, let me explain. Romancing Saga uses a fun battle system with 2 stats for life. HP and LP... Your HP is your health. Of course, it's never good if you let it go down but you won't die if you run out of it. Here's where it becomes tricky. Monsters can also or will inflicts LP to you if you're down or at any time. Life points... If you run out of those, you die. Simple.
I can throw an idea in and let some actual coders think over it and maybe implement something like that in a game.