Anyway, to change the topic. Here's some fun design ideas from my game that I think can go towards your future designs.
Basically, HEALTH and SPIRIT combined serve as your endurance, and your life is a little hard to gauge at a glance.
When you lose all of your HEALTH, you lose a little SPIRIT. Enough damage, and you lose that SPIRIT several times over!
Each time you lose your HEALTH, opponent gets free actions. Lose enough SPIRIT, and you get knocked out!

The magic of this is that the RP depends on what damage dealt the last hit to your HEALTH.
This removes the need to have an arousal meter, and a stat to check your poise since it's the same now.
And since HP in general is so abstracted, hits feel way more impactful because 10% of a character's durability looks like half your health! This system introduces a really nice ebb and flow to combat, even if combat has devolved into just two people trading sex positions in a grapple each turn. The two people can actively overturn each other, try different things to get the upperhand, or break grapple because sex isn't working out in their favor!

You can even separate out types of damage, some of the sneakier/subtle foreplay deal damage directly to SPIRIT, skipping HEALTH completely.

>>96950248
Eh, every thread has that one guy. I won't stay for long, he's prob so pissed that he'll be mentioning me for months on thread.
People like that always get so mad you made something and they didn't.