So I've had a look at the AG Zweihander and I've concluded that where the fighting mechanics are concerned it's too dang abstract. The guide's author is right in that the typical AG makes injury just too abstract what with their limited hit points and all that, and his attempt to present a descriptive scheme for wounds is commendable, but it just doesn't work.
So I've decided to have a look at how Mythus handles injury and harm and I've come to the conclusion that it does offer openings for adjustment.
Now in Mythus a Persona will have a Physical Trait ranging from 36 (a real wimp) to 180 (a gnarly dude) points. Injuries can range from just 1 point, to more than 200 depending on circumstances. So I decided to try setting the amount of damage done to a Persona as a ratio of PTrait. Your HP has taken half damage for instance, he functions at half capability. So Bob has a PTrait of 90 and he's taken 44 points of "ouch". 44/90ths factors out to be 22/45ths, and as near as I can figure it means that Bob functions are at 48% of his normal capability. Don't you hate reality?
You can adapt this to your favorite engine, but it could be a fair amount of tinkering. Tinker away.
The first thing is, Mythus is not a game. Far as I can see not a single so called RPG qualifies as a game. The RPGs I've seen are complex, complicated, and essentially unlimited. A game is more properly limited, constrained if you like. A limited field of play, limited actions, limited goals. In something like Mythus the possibilities are not constrained, but rather nearly unlimited.
The term I prefer for such as Mythus is "Adventure Guide" (AG). A guide to adventure, and more particularly to adventuring in an imaginary world. A guide to playing the role of a person living in an imaginary world, and a person who tends to find himself in the sort of situations that could put your life in dire peril. Or which are just damned inconvenient.
Just as important, "RPGs" can not be about story telling. They do have elements of story, but given that you cannot reliably predict how an adventure will turn out they can't involve story. Just too unpredictable. "Story" is about predestination, RPGs are about free will.
In short Mythus is a guide to adventure, an Adventure Guide (AG). A guide to playing a role in an imaginary world, a fantasy world where goblins dance in seedy dives, elves lecture on metaphysics at the local college, and rakshasas give financial advice. Mythus is about life, and life can be adventurous. That's how I approach things and how I will handle matter in my upcoming wiki.
And please note that AGs don't have rules, they have mechanics. They have an engine or system consisting of the mechanics that describe how the AG works. Rules are prescriptive, mechanics are descriptive. Mechanics tell you how things work, and you can't cheat in all reality. (Yes, I have tried flying by jumping out off a window while wearing a cape. I was 8 and it was fun.)
So forget about all that crap about game and story and just have a good adventure. And remember that adventures aren't always voluntary and sometimes they come to you.
I am now a publisher, provisionally speaking, publishing through Apple News. Can't really promise anything, or even that you'll like everything I write, but now you have another place to find my gabbling. More jibber-jabber coming up.