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#8993
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I also wanted to write something similar, but Ment got ahead of me. Regardless of this particular experience, in games of this kind, where there is a strong emphasis on player characters and their development, I believe a more forgiving death system is essential, possibly even without injuries. Unless these injuries completely negate the character's usefulness and are not too difficult to get rid of. This is because deaths are immediately associated with a number of problems: the loss of a party member has both role-playing and gameplay consequences. The player can create a replacement character, but it's not always desirable to create someone new after losing a character you've become attached to. It's not always easy to seamlessly integrate this new character. And, most importantly, in such a system, new characters, with rare exceptions, are dead weight, lagging behind their companions in terms of stats and skills. They are just cannon fodder, with a high chance of dying before their allies, as opponents usually target the most vulnerable. Meanwhile, the death of each "old" character reduces the party's effectiveness and increases the chances that someone else will die, in a snowball effect. As a result, players either learn to flee at the first sign of danger, avoiding challenging quests, or they stop becoming attached to characters and start treating them as expendable. They're going to die anyway, sooner or later, and you'll have to create a new one. Perhaps someone will disagree with me, but this is my personal opinion.

Regarding non-lethal attacks, I still agree with Ment: this option should be available in the game by default, and not require a special skill that costs a precious event point. In fact, this is how things are in many other game systems, where characters do not need special skills to perform such actions. Sometimes there are abilities that facilitate this (for example, removing restrictions on the types of weapons that can be used to inflict non-lethal damage or removing penalties to accuracy/damage), but that's a slightly different matter.