A long time ago...
During the design of Star Wars Saga, there was an article about the failure of the wound/vitality system previous Star Wars d20 had used. A quick recap: vitality worked like HP, and wound was an extra pool equal to your Con score. Vitality healed quickly, wound needed medical treatment and you were fatigued if you had wound damage. The important thing though was that critical hits didn't multiply damage, they bypassed vitality and went straight to wound. That, coupled with blasters that did 3d8 damage and lightsabers that did between 2d8 and 6d8 damage on a hit meant most wound strikes were lethal. Effectively speaking, most fights came down to who rolls a crit first.
The article mentioned this phenomenon, stating that PCs often were the most negatively affected by this. A GM might have a few NPCs or villains die to crit, but PCs were far and above more likely, and the likelihood increased with level as damaged and crit range increased. They figured they in a 1-20 campaign 75% of all PCs would die to crit. And that high lethality was at odds with the Star Wars tone, or at least the tone of the movies. A movie series known for swashbuckling action, epic duels and character drama was not a fit for a system of that kind of one-hit kills.
I bring all this up because it highlights that PCs overbear the brunt of randomness. A DM has less attachments to a random monster or npc than a player has to their PCs (typically). A 1 hit kill is fine to despatch a mook or random encounter, but felt anti-climatic to take out boss monsters and really felt bad when your PC went down to a chump hit on a d20 10+ levels of play.
Again, there might have been games where this play style was important, but it certainly wasn't Star Wars. The fact that as you progressed in level, your character dying to a crit increased (due to higher damage and a longer career of being attacked) is a good example of when randomness gets in the way of good play.
Anyway, Saga used traditional D&D hit points after this.