I talked about problems with it in the past but I've managed to solve most of them (I should really do a follow-up post), and I use them in my current Labyrinth Lord game.
Here's how it works in my current game. In addition to Hit Points all characters have a maximum number of wounds they can receive equal to their Constitution score plus their Level. So at first level, and the way I do stat generation, any given character has 7 -19 Wounds at first level. I stumbled upon a very elegant critical system during the course of gameplay so any given critical hit can do at best 1-6 Wounds. I also have a simple bleed-out system where if you take a Wound from a slashing or piercing weapon you begin taking 1 Wound each round. This brings me to a novel idea.
- Since Wounds are a clear representation of how badly someone has been hurt there is no point in hiding that from the players.
- When you have lots of different creatures in a fight it be a bit of a hassle ticking off 1 Wound each round.
- Why not have the player that wounded the target in charge of the ticking time bomb.
- They will be more invested in their opponent, creating a fight to the death scenario
- At any given time they have a good idea of how close to death their opponent is and how close they are to finishing the fight
- Putting players in charge of this will prime them to be DM's should they ever give the try
- If you get the player's to do the work for you you can sustain your lazy DM lifestyle.