When you think about realism in gaming, it's largely no good to make a perfectly realistic game that is about combat -- and I say this very reluctantly but it is the truth.
If you make a game perfectly realistic about the deaths and injuries that can be acquired from combat, in the end combat is too real, because there are real human limits there and real aspects of randomness there that mean however good you are, someone with no combat experience at all can kill you very easily. Period. And moreover, the odds are extremely good that someone will. You WILL NOT survive however good you are, fighting in combat long enough. "Live by the sword, die by the sword."
Perfectly realistic games are best made not about combat.
Because a completely untrained person is pointing a gun in your direction and pulling the trigger, your odds are bad. You are not fast enough to get out of the way even if you spent twenty years trying to learn how and were in the Olympics, the bullet is faster than you.
If someone really wants to kill you, in real life, that person if the person has any brains at all, will succeed because all you need is to get the jump on someone, and that is that, despite many precautions.
But in games you play to at least be assured your investment of time into the life of a character is not going to be wiped out easily. So, you have to give people a certain fluff factor that allows them to wake up and get out of harms way in time -- if the odds are, that just playing the game at the highest ability, something random will take you out playing it for a couple of weeks, the odds of danger are too great.
Special high technology armor, etc. all this can explain to a certain degree in a fantastic way why you will survive long enough to after having encountered something incredibly dangerous, to get the heck out of dodge.
To make a game with a high odds of dying fun, you have to make the 'taking precautions against it' part fun, as well as the restart. I love character building and trying out different starting talents myself so it took awhile for that to get old.
Right now my next plan is to go crazy with robots, and just make sure my main character is always surrounded by target dummies in the hopes that this is what will save the day for him, though it's still going to be a grind to get him up to talent enough where I feel safe enough sending him out in a mech against some of the bosses that the odds of days of work preparing him going down the drain are acceptable enough.
I think I read that the way the game is designed now, a potato thrown can conceivably take out the worst enemy, due to the way the combat rolls go. I would get rid of this, even if the odds are one in a million -- it's just not a good way to get rid of a great character, who deserves to die for a little more cause than a random high roll with an ordinary everyday potato tosser. Perhaps that potato can do a percentage of damage that scares you badly, but no insta kills.
