I've been reading this thread and playing this mod for I think a couple of years now but I've registered explicitly to say this.
Transparency in game events is a good thing. Hiding information from the player is a bad thing. This is a game and when it doesn't provide meaningful feedback we basically aren't playing it anymore it's just playing itself without interacting with the player. Knowing how much damage a hit deals is uniformly an improvement, if it were an option I would turn it on and never ever play with it off because playing with it off would be not just stupid but actually a flat out less rich and less tactical experience.
Not having that information means there is no observable difference between 3 hits that all do reasonable damage and take down a target and 2 hits that mostly deal nothing and a lucky critical/equivalent high damage roll that actually overwhelms armor etc... and takes the target out. That's a bad thing. We need to know that difference in order to make the right tactical choices, hell we even need to know that difference to even know that
is even a tactically relevant possibility at all.
And precisely what benefit is hiding that information from players supposed to provide? "Well it stops/merely slows down players from being able to know if the weapons they are choosing to use are effective against the targets they choose to use them on!" er... whut? Because that's my guess here.
And since I'm registered and active now and this mind boggling semi relevant thing was also said (somehow in support of hiding damage results despite not apparently mentioning anything of the sort???)
(in a tabletop rpg system im making, one previous iteration of it didnt have hitpoints it just had health and if you had 100 you were just fine, damage was compared to a Toughness stat and thats what determined how much health you lost. At this point its just about the same but its been simplified to a wound track. Unlike whitewolf the number of wounds escalates based on damage, because the damage values themselves are supposed to be logarithmic)
1) So you didn't have hit points. You had... er... 100 points of health that were exactly the same thing. And now its a wound track. Which is also really just another name for basically hit points.
2) Unlike
whitewolf? If the go to default comparison point from which your design either varies or not is white wolf based, well lets just say that in my experience that's a gigantic warning flag.
3) "the number of wounds escalates based on damage, because the damage values themselves are supposed to be logarithmic" for a start that just doesn't parse in the way I think you meant it to. I'm pretty sure you didn't mean you have more HP based on damage. But since that's all it actually says... logarithmic damage in what way, in reference to what, other than the wound track that apparently scales with it thus rendering it meaningless?
Damage tracking mechanics are vital fundamental mechanics in well... any games that use them. In TTRPGS especially it is important that they make sense and resolve quickly and efficiently (oh yeah, and
completely transparently). If you are including some sort of logarithmic calculation in a game where everyone has to resolve everything and
understand the implications of everything without the aid of the kind of automation a computer game can provide it had better have a really good reason for being there. And it absolutely had better not once all things are accounted for average out to a result that could be closely approximated with a system that doesn't use a logarithmic element. Which, considering past experiences with similar TTRPG designs, I'm prepared to bet it does.