In the context of the game I'm working on(Codename ''Van Dread''), I was thinking about going with a more realistic approach to getting hurt. In order to avoid making assumptions, this is how one my CoC sessions would go:
GM: You get shot in the gut, you lose 5 hit points(enter description, blablabla)
Player1: Shit, I only have like 5HP left. I better not get hit again.
Fight ends, players win against bad guys.
This is how I want it to go:
GM: You get shot in the gut. It hurts alot but you can see no blood. There's just a small hole where the bullet went in.
Player1: Shit. Why is there no blood? Is this bad?
Player2: Better help him, I have first aid skills.
GM: Roll First Aid. (Rolls, succeeds)You lift him off the ground and see that there's a wound on his back and he's bleeding. You don't know how bad he is but you manage to stop the bleeding for now.
Fight ends, players win.
Player2: We better take him to the hospital, I don't know if he'll make it.
Basically, a health system where players can't tell how badly they're hurt(like in real life) except if they have a related skill that can possibly help them. And rules for bleeding.
Does this sound cool or is it like common knowledge that this is how you're supposed to play out wounding in story games?