Doug recommended this, so I read it.
A Conditional Injury Deep Dive
I'd have gotten around to it eventually. I read everything I can off of the blogs I follow, and I follow Mailanka's blog. I also have noodled around with the idea of getting our Gamma Terra GM to use a system like this. But I didn't know if I'd like how that would come out.
It's reading reviews like this that really let me know what I want to know about a rules variant. I'm very concerned with Actual Play.
I deeply love Doug's work, but it's generally a level or more of complexity over what I actually like to have at my table these days. My role in Doug's life has often been to nag him and say, "Couldn't this be simpler?" or just "Too complicated!" So when he writes rules variations that change the level of detail of a system, I immediately think a) it's probably better that what's come before but b) it's going to be complicated to run compared to what I'd like to run. Since I tend to play games with a half-dozen or more PCs with a half-dozen or more NPCs, fighting anywhere from one to scores of enemies, even a slight increase in complexity is a big increase in time to play.
That said, some things look more complicated than they are. Technical Grappling is actually quite simple at heart - and you can see it based on what Doug's done with the system after. And I've stripped it down even further than he has, yet kept that excellent roll-for-effect mechanic that he created. So the question here was, is this more complicated than I'd like?
The answer is still a firm maybe. But it's deep looks at how something plays from a GM who's used the system to let me know what I really need to know. I've said before that I've seen reviews that said "X sucks" and I've used X and it did not suck, "objective" looks at X or not. This is much more of what I like to see!