500 Toads
Explorer
What games lean into consequences rather than simply counting wound slots of HP?
Quite a few, but in very different ways, perhaps?
For instance, in the Shadowrun series of games, wounds typically impose increasing penalties on all your actions. There have also been rules regarding damage to cyberware and bioware augmentations that can result from injuries. It's also often emphasized that characters tend to be outlaws in a very classic sense, of not actually having valid legal citizenship and identification documents; and that as such, need to be careful about finding medical professionals that are willing to treat them and not turn them in or report them to the authorities (and who also are sufficiently trustworthy that, say, the docs won't just euthanize the incapacitated with the intent to sell the corpses to organleggers, ghouls, etc). In older editions, more severe wounds could also result in vital organs being destroyed, making it rather more difficult to prevent you from rapidly dying and also meaning more time, expense and difficulty to fix you up if you do somehow survive the day. Magicians in particular also could permanently lose Magic rating from severe injuries, as well as resulting surgery to patch them up.
In something like Runequest, there's overall hit points as well as per-location hit points, and it's entirely possible for a hit location to be crippled, ruined or severed. If that happens to be your head, torso or abdomen, well... loss of any of those means instant death, even if your overall hit points haven't been zero'd. Having an arm maimed might not have been enough to kill you outright, but it can put you into shock where you cannot fight at all until healed.
In Classic Traveller, there are no hit points at all, and damage affects your physical attributes -- strength, dexterity and endurance -- reducing your ability to do anything dependent upon them, in addition to potentially rendering you unconscious or dead. Lose a large chunk of dexterity? Well, it's probably going to be harder to return fire with the rifle you're holding, and so forth.
In Delta Green, getting shot or stabbed isn't just going to reduce your hit points, but -- well, at least if you're not adapted to violence -- threaten your mental state. Cultist ambushed you with a shotgun? Sanity check. You're wounded? Sanity check. Wounded enough to fall unconscious, but lucky (maybe...) enough not to simply die outright? Sanity check if and when you ever regain consciousness. Find out that the injuries permanently maimed you? Sanity check. All these checks can result in quite a bit of sanity loss, so maybe you reach a breaking point and end up with a mental disorder of some sort -- maybe you've become terrified of loud noises, or you're suffering recurring nightmares that render it difficult for you to sleep, or perhaps you become intensely paranoid... If your agent had already been traumatized to the point of, say, trying to drown his problems with alcohol? Well, having an acute episode of drinking yourself into a stupor might also happen. And so forth.







