Puncture wounds - inflicted by piercing or piercing-cutting weapons (daggers, swords, rapiers). This type of injury is not fatal unless inflicted on the head/chest (:D). A strike with a piercing weapon on the leg can paralyze the enemy. A hidden strike in the back with a piercing weapon is fatal.
Lacerations - inflicted by maces/clubs or individual spells like explosions. These wounds cause pain shock. These wounds cannot be healed with ordinary potions or weak spells.
A character with such wounds won't go far, and if not treated in time, they can end up in heaven/hell;)
Cuts - minor injuries, inflicted by daggers or short swords; many such injuries lead to serious blood loss, but they are easily healed. Deep cuts lead to decay and disease in the character.
Serious injuries - injuries such as the loss of a body part. These injuries are caused by axes and maces (with a high "Combat Skill" stat). I think such injuries should only be allowed for monsters, so there aren't "lists of deceased heroes":) The GM decides whether a character can inflict such damage. As an alternative, various prosthetics:D or special spells could be introduced.
Bruises - inflicted by clubs or fists, they incapacitate the opponent; if not treated in time, the character becomes ill.
It's not ideal, of course, but there's no need to calculate.
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Regarding stats:
I suggest introducing the "knowledge" parameter. If wisdom is responsible for the effectiveness of spells, then knowledge determines their number, and in addition to this, a character with a high knowledge stat can:
- strike at the enemy's vulnerable point
- identify the opponent's spell
- and so on...
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Regarding "splitting heads" and the inability to inflict damage:)
- mace and club inflict critical damage on undead
- hammer and mace give a chance to instantly kill a skeleton
- daggers are useless against zombies and skeletons
- ghosts are less vulnerable to swords, axes, etc. Accordingly, the only way out is magic
- if the enemy is in heavy armor, then only arrows and piercing weapons can pierce it
- light armor is vulnerable to crushing weapons (hammers, axes, maces)
- a helmet protects the head from all blows, except for critical ones
- in the event that critical hits are allowed for the character: heavy armor protects against critical injuries, but the character wearing it cannot cut off anyone's head (the armor restricts movement)
(I approve (and where were these ideas before?))