This is a bit of a design gripe, though I don’t know if any of my potential solution brainstorms are worth the hassle of doing anything about it. Still, we’re all entitled to a few disgruntled moments over not much, right?
I’m not a big fan of the impaling damage type. There are two benefits to it, as far as I can tell: it’s a precision strike, so along with piercing and tight-beam burning damage, you can target chinks in armor, the eye, and the vitals. While Martial Arts changes this a bit, expanding it to crushing damage as well. Also, impaling has a x2 damage multiplier to certain areas like the torso (but lower damage to extremities).
The reason I don’t like it is the assumption that you automatically hit something nasty with your small, pointy blade. And it is usually a blade.
I’ve toyed with forcing a certain minimum damage, maybe “more than HP/4” or something, before a larger modifier kicks in. That would make stabbing dinosaurs in the vitals a lot harder, which is a good thing. I’d change the damage type to cutting, mostly, since by and large if you’re being impaled, it’s by an arrowhead, a spear, a sword point, or a pickaxe/warhammer head. But that makes me want to find a way to have, much like piercing, small cutting, cutting, large cutting, and huge cutting, with the same multipliers, perhaps, from piercing types: 0.5 on the low end to x2 on the high.
Dunno; maybe if you do more than HP/4, any size blade is treated as x2; if you also reach the vitals, it’s all treated as x3. Another way to go might be to leave the HP alone, but treat this sort of wound that exceeds HP/4 as bleeding much worse than usual; apply the x2 or x3 multipliers only to bleed rate and frequency.
I get what impaling is trying to do. I don’t even necessarily think it’s a bad goal. I’m not sure my thoughts would make a better game. But there’s something I find inelegant about it.