> DF's damage system is just as complex and oftentimes difficult to keep track of as the rest of the game. Instead of simple health points or separate body parts DF simulates each individual by the sum of it's parts. This starts at the single parts of a body, then adds layers of tissue, muscle and fat to each part, connects all parts by joints and finally stuffs a share of vital and nonvital organs into the whole thing. Every part of this construct has several states it can be it, reaching from healthy over bruised, torn, mangled, nonfunctional, broken and missing...
> How does that play out in the actual game? Depending on what kind of injury a creature suffers it tracks the damage to individual body part and the results of it. Slashing damage will cut through tissue, muscle and fat, might even separate body parts, blunt damage will pass through protective clothing and only bruise upper layers, but shatter bones and joints mercilessly. Piercing damage will effortlessly penetrate all layers and has a high chance to damage.
A dwarf is graphically represented by a smiley face, so you can't see any of this happen. All of it is conveyed by descriptive text.
It's also recommended to pick up a freshman textbook on geology to understand the game's many types of rocks, which is apparently pretty realistic following Tarn's personal interest in geology/mineralogy. The depth of this "game" is breathtaking. The only thing I can think of comparable might be high-fidelity but consumer grade flight simulators like X-Plane, or those put out by Russian developer DCS (e.g. http://www.digitalcombatsimulator.com/en/series/black_shark/... )