I think lethal damage is good enough (for me at least) way to represent long term injuries.
If what you wanted to accomplish was a way to represent long term injuries and such…
Personally we just fluff it, but if you want mechanical effects…
Our combats are always described pretty hecticly… (That’s not even a word)
Even without inflicting forced move I still sometimes describe as opponents are flung back meters away when punched. I’d just describe that the opponent rushes back immediately back to melee range. Or creating a huge wound but it doesn’t actually cause Persistent Damage. Because fluff is cool and we tend to enjoy running slapstick comedy type games where someone can just lose gallons of blood and still act like normal. Although currently I’m running a somewhat serious grimdark type campaign.
We don’t need to have everything have mechanical in game effects. That’s just how we roll at least.
ANYWAY THAT WAS UNIMPORTANT, HERE’S WHAT I ACTUALLY WANTED TO SAY–
Long term injuries and such can be given in the form of flaws.
Not to mention GM fiat is always something you can do.
Lost a limb? Disabled flaw until you can get prosthetics or high level magic to get it back, you are living the rest of your campaign life without those precious limbs.
Suffered severe mental trauma and now you’re scarred? Psychotic flaw, or maybe phobia to represent your characters PTSD.
Although Flaws are something a player willingly chooses to activate, not to mention they get legend points doing so.
If you want these injuries to be actually punishing, that’s where GM fiat comes into play.
“Due to losing your character Zack the Swordsman’s right dominant arm during the last combat, Zack can no longer do 2 handed stuff including wielding 2 handed melee weapons, and anything Zack does that requires the use of a hand will suffer disadvantage according to how important the hand plays a role in those actions.”
“Due to being shot in the eye, Zack is now permanently inflicted with the Blinded bane. This instance of the blinded bane cannot be resisted.”
“Due to the last battle against sharks, Zack now has an irrational fear of sharks, whenever this fear would play a role such as when presented with the object of fear, Zack must make a Will Action roll or automatically suffer the Fear Bane.”
Poor Zack. No arm, no eyes, and a fear of sharks.
Anyway, I got those ideas reading through the online rules, they aren’t original, I just saw that this was an actual okay thing to do.
In chapter 8 about in depth Attribute explanations, there was an example of a Protection roll where on a failure but the story progresses, the character is permanently given the Psychotic flaw for failing to resist to read a book.
And another where again, due to a failed roll, the character had to suffer an irresistible instance of a demoralize bane until they fulfilled a certain condition.
The GM is encouraged to create temporary homebrew rulings, ignore rules as written when necessary, and pull stuff out of your bowels left and right during games on the fly constantly.
I mean, what system doesn’t right?
If a TTRPG system doesn’t encourage that kind of GM behavior, then it must be bad lol.