» Wed Apr 20, 2011 6:40 pm
Yes. But it's not an easy thing to get right, particularly for an action based system, and probably impossible balanced for the casual player. I can't really see it be done with a simple one-bar-for-all, like today, where you have a single health bar covering all health and all of that can be fixed by simple magic. It just won't work. If you take a look at Role Master system, critical hits is organized into:
3 tables for Slash, Puncture, Crush.
5 tables for more special things like Large Creature, Super Larger Creature, Grappling, Martial Arts Strikes and Martial Arts Sweeps & Throws.
2 tables for even more special things like Tiny Animal and Unbalancing.
Each of these tables are then divided into 19 roll ranges and 5 levels of severity. Typically only the severity columns D and E covers crippling effects, and then only half the roll ranges. So in order to score a cripple effect, it better be in D or E category and a *major* roll. Flukes of 100 (on a 1d100 roll) are instant kills on everything.
Most of the Critical Hits that fall into the non crippling rolls are already covered by simplified systems already in the game, such as knockbacks, knockdowns, unconsciousness, disarm, and paralyzation. Fallout already have a crippling system for individual body parts, which works pretty good. But as you see in the thread already - "we just fix it with magic" - the purpose is completely gone.
I've proposed the three split bar for all the bars, where you can collect such crippling effects within a portion of the health bar which you cannot heal. Pause the game and hover over it and you will see the kind of damages you've taken. You can only heal the portion which is not covered by permanent damages. For the rest, you would need medical skill or seek medical attention at others, and possibly recuperate for a while (excellent game mechanics to drive game time forward).
Crippling absolutely positively serves a purpose in role playing. Unfortunately you cannot satisfy role players and casual players at the same time. And unfortunately BGS no longer focuses on the role player, but on the casual gamer. So as much as I'd want it myself, I don't expect it to be implemented.