Hello Eric. I have found that critical hits (multiply damage, bypassing armour, & hitting lifeblood) are harsh and tend to result in dead players. I have therefore been applying damage reduction unless the hit was specifically targeted at an area uncovered by armour. So yes, I also find it useful to define body parts covered by armour. I also tend to limit life threatening lifeblood loss in an arbitrary fashion, assuming that a hit that may otherwise kill a character has instead passed though and blown away a limb or some organs on its way through, but leaving the character alive. Not only does this reduce random character death, but it enables the use of those lovely organ replacement and cybernetics rules. Allocating a percentage of lifeblood to different body parts is a more formal version of this i guess. I will have to try it.