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Interesting, so as much as possible, game terms are to be transferred into description? Presumably that's a big part of why you have effects rather than a wound system or hp, although in order for players to make decisions they'll still need to know how it effects their stats/ability to do actions. This naturally has an impact when it comes to doing calculations and recording effects; presumably you'll want the GM to do all calculations? But then the impression I get is that is just comparing values, subtracting the lower and reading off lookup tables for the effect right? Subject to prevention characteristics that the characters have. Straightforward, providing you create a set of really clear and easily differentiated tables.
You've nailed my intentions here. It's good to know that I'm communicating clearly.
I firmly believe, for the purposes of my game, that a descriptive method will offer more exciting gameplay than a numerical method. I also think it makes for more streamlined gameplay. This is important because a game with such complexity needs to be as streamlined as possible. My goal is to create an elegant system, not a clunky hodgepodge that includes everything but the kitchen sink.
Players do not need to know in quantifiable terms how effects influence their actions. All they need to know is that they're weaker from exerting so much physical effort, or that they're limping from being shot in the leg. Obvious effects should be clear, however; the player should be informed that they are off-balance so he knows to spend a combat action to recover. The GM is going to have to play around with how he presents information to the player, and I will be able to expound upon effective ways to do so in the Game Mastering section after a few playtesting sessions.