Kraedin, how can you get shot repeatedly with no negative consequences?
A guy with 10 hit points gets hit by a gunman. He takes 7 points damage. The shot hits him in the shoulder, and the character can be described as stumbling and barely staying on his feet, gritting his teeth as blood begins to flow. When the combat is over, approximately 18 seconds later, the other characters press on the wound and bandage him up as best he can, and he doesn't take any more damage.
A guy with 90 hit points and a Con of 10 gets hit by a gunman. He is hit for 7 points damage. The character is described as flinching back as a bullet grazes his shoulder, drawing a thin line of blood and rattling his nerves.
A guy with 90 hit points and a Con of 10 gets hit by a gunman. He is hit for 12 points damage and fails his massive damage save. The character is described as peering around a corner and then stumbling drunkenly and dropping to his knees as a bullet takes him cleanly through the neck -- a dangerous wound, and mortal if not tended to.
A guy with 90 hit points and a Con of 10 gets hit by a gunman. He is hit for 12 points damage but makes his massive damage save. The character is described as peering around a corner and then flinching back violently, hand pressed to his throat where a shot grazed his neck and very nearly took him out of the fight.
A character who has a 90 hit points when at full health has been reduced to 15 hit points, and now takes another 12 hit points damage from a gunshot, leaving him with 3 -- and he makes his massive damage save. The character is described as being bruised and battered, his shirt hanging from him in tatters, one arm bloodied and tied with a makeshift bandage, the other arm blackened from a grenade blast. He looks like Bruce Willis at the end of "Die Hard". His knuckles are bloody. There are fragments of glass in his back. Blood has soaked through his pants in a few places. Now, as he comes around a corner, the evil bad guy who was waiting for him takes a shot, and the hero, slowed by these injuries, can't get out of the way. This time, he takes the bullet in the side, twisting so that it ain't a mortal wound. He stumbles back around the corner, clutching at his side, blinking through the pain. It could have gone clean through his heart had he not had the toughness to keep control of himself and keep the reflexes going (Fort save to avoid massive damage). As it is, he's bleeding slowly from a dozen wounds, and the shot to his stomach is a sickening fiery pain that keeps him doubled over. He can't dodge anymore. Any shot that hits him is gonna hit him dead-on, and his body has taken as much as it can.
Could somebody please spare me this weekly dialogue and just make a link to an article that explains "Abstract Combat System" to everyone? You don't have to agree with it, but it IS how the game is designed.
If you want house rules to make it more interesting while in combat, you could add penalties for being at less than half your hit points, and bigger penalties for being at less than one-quarter of your hit points. Say, -2 and -4 morale penalties to all attack rolls, saves, and skill checks. You could add something to the Daredevil Advanced Class that lets him ignore these penalties as part of his "not afraid of pain" menality.
Or, if you want to have more long-term affects for damage, no one is stopping you from adding flavor text for scars, limps, blind sides, ringing in the ears, or permanent headaches -- all possible results of being reduced to a down-and-dying state in real life. The designers of the game didn't think it would be fun for people to play characters who, in a game with one or two fights per adventure, would be masses of purpled, shuffling, malformed scar tissue by about fifth level from being taken into the negatives so many times. Realistic, sure. But not fun.
-Tacky