Quote:I didn't frame the discussion with any of that
Really? Head back to your OP, please... "In the real world"... "bullets or swords" ... "lay there moaning, crawl away, or even get up and run" ... "probably be more realistic"
Regardless, my point stands. I don't think implementing realism is trivial in any way. I've been there, done that, and there are lots of little gotchas that bite you in the arse. Maybe you have dealt with everything and it's as simple as plugging in a new anim or two, but I think you'll find lots of annoying little things as development goes on. Good luck, either way.
Quote:The purpose has nothing to do with what happens after they get injured. The purpose is to allow injuring them instead of killing them.
Ah, but there's the rub. I'm talking about once they are injured. The characters are still tokens on your board. This is a system which gives the player a choice when faced with an injured character: do I kill / torture the NPC, or do I leave him to suffer. This only allows the player to question their sadism. Is that a theme in your game?
The goal of the initial interaction (injure rather than kill) is fine, but there are concequences.