we don't do realistic wounding either, my father was wounded in battle, where the physical, and psychic scars lasted him a lifetime, no fun to play those out.
Of course. In reality, and as outlined by medicos, there are four basic wound states:
Description | (+0) Hindrance | (+1) Treatment | (+2) Recovery time | (+3) Long-term effects |
Unharmed | none | none | n/a | n/a |
Minor | a bit | first aid | days/weeks | None |
Severe | a lot | professional medical | months | Likely |
Mortal | entire | prof med & team | months/years | Certain |
We can think of "realism" (for what the term is worth) as a sliding scale from left to right, +0 to +3. Most games consider only the first column, hindrance. Some consider the second, Treatment. Few consider the Recovery time. None consider the last, Long-term effects. I only know of two which cover the
psychological long-term effects of suffering or inflicting violent trauma, with
Unknown Armies considering it directly, and
Call of Cthulhu indirectly with their Sanity mechanic, though it'd be up to the GM how they applied it. For example seeing a corpse may cost you Sanity, but it doesn't really mention whether it makes a difference whether you made the guy a corpse, or the corpse used to be a friend, etc. And those two games don't model the long-term effects of injury.
So this is just to illustrate to the OP and others: you can go a
long way down the rabbit hole on this. It may or may not be worth it to you and your players to do so. Remember
Breaking Bad when Hank got shot and spent 6 months in bed looking at rocks - "they're
minerals, damnit!" - and got depressed and drug-addicted? You could roleplay that, but it'd be a very different game than Hank's player was playing before, playing out the action man and investigator in the DEA. Maybe in that campaign the GM just skipped over those 6 months?
"You are recovering for 6 months, and -"
"Well after a few months I get bored and ask my buddy to bring the case files over, I've got nothing else to do."
Anyway, on the chart, AD&D is +0 in realism - hit points are an "you're completely unhindered until you hit 0," thing, but absent magic it does take time to recover, though magic's not realistic, so... net +0. CT Books 1-3 are basically +1 in realism, maybe +1.2 - rather than wounds affecting your physical stats, your physical stats are just knocked down directly, you can be treated and fixed up though I don't think it really mentions how long it takes apart from the initial recovery stuff.
Conflict is +2 because I consciously aimed it there - if you don't die, you eventually get better, there's an optional rule that if you recover from a "mortal" wound your Health stat is permanently dropped by 1, that's it. Abstracted.
I think 8+ was used in the original rules to give the game both a cinematic feel and to let players actually have a chance of hitting something in the game.
It's rarely simply 8+, though. Between weapon type vs that particular armour, range and so on, there are usually some modifiers or other. And remember too PCs are all +0 to hit with
all weapons, while your non-military types are -5 if unskilled in the particular weapon.
CT Books 1-3 is actually a pretty reasonable system for modern and scifi man-to-man combat. At most some might want to flesh it out a bit for some flavour, or make it slightly less or more deadly.