Mustrum_Ridcully
Legend
An interesting approach I know is from Torg.GreatLemur said:That actually sounds pretty cool, to me. If dynamic situational advantages and disadvantages in combat are "another kind of hit points", then they're a far more interesting one than a single pool of undifferentiated points representing physical health, combat readiness, luck, fatigue, and so on.
Puts me in mind of Spirit of the Century's "consequences" mechanic, where a target can elect to take a specific injury or temporary combat disadvantage instead of generalized health damage . . . which, of course, runs the risk of being exploited to cause them more damage the next time they're attacked, or otherwise impairing their own actions. I haven't gotten a chance to play it yet, myself, but I hear it works so well that some folks are houseruling the hitpoint-esque damage track to be less important, and focusing the combat system on consequences instead.
Sure, it ain't D&D. But it definitely sounds like fun.
Torg had a very low number of conditions, and two types of damage. (Maybe I am forgetting something, I didn't have the pleasure to play it often). In addition, there was a resource called "Possibilities" that were a mix of action & hit points.
Whenever you took damage, you suffered a number of shock points and potentially one or more wounds. In addition, some attacks and situations could give you a "K" or an "O". If you had both a K and a O, you were (surprise) KO. You could spend possibilities to negate shock points Ks, Os and Wounds, though you could only spend a limited amount of possibilities each round. So sometimes you had to decide between taking a wound or dropping unconscious (either due to shock points or Ks and Os.). In Torg, you didn't have to stay unconscious for long - sometimes, the Initiative Card could come up and signal "Heroes have an Inpsiriation") which would remove all shock points, Ks and Os from you. (Off course, it could also be "Villains have an Inspiration", which meant bad things...

I think if there are things I'd wanted to add to the system would be a better "Possibility Recovery System" (as it stands, you needed to complete an adventure or part of adventure to gain some new ones. Since Possibilities are used in many different contexts, I think this is sometimes to limiting.).