Been thinking about this a bit. I have one thought on how to keep HP but avoid situations where HP are bad, and two thoughts on how you can replace HP if you still prefer that. So:
1. The “tell the consequences and ask” move supersedes combat moves
It might be worth noting here that Apocalypse World (1e, anyway—don’t know if the example made it to 2e) specifically has an example that includes sneaking into a camp and murdering someone who spots you before they can raise an alarm. And in that example, it does not trigger any of the (relatively vaguely triggered) combat moves. I’ve read some online discussions of people trying to parse the triggers for the combat moves to come to some pseudoscientific consensus on why this isn’t “going aggro” or “seizing by force,” but I think it might be helpful to think in terms of the move that was already in play and had yet to be resolved: the MC move, “tell the consequences and ask.” If the MC sets up that ask as “do you do the thing?”, then you can just do the thing, for better or worse. Basically, I’d argue that anytime you don’t want to deal with other moves or mechanisms (like HP), you can shortcut it by just establishing the dilemma and seeing what folks choose.
Of course, moves or no moves, sometimes I just go, “Yeah, you just do it, don’t bother rolling.” I definitely understand the appeal of playing with rules that puts you in fewer situations where you have to make judgment those calls, though. Which leads me to…
2. Hacking AW-style harm into your game
I hacked World of Dungeons to run Mass Effect, and replaced HP rules with Apocalypse-World-style harm rules. If you want a concise example of how that can be implemented in play, take a look.
One important thing to note is that the way armor works in AW (and DW, for that matter) is that it’s a flat deduction from damage totals. Apocalypse World mitigates this with its extra harm move step, but I find that cumbersome for games with a lot of fast-paced action scenes, where heroes are expected to shrug off most blows, so I cut it from this hack. My replacement for it is not specified in the rules posted above, so I figured I should note: The GM needs to pay attention to what everybody’s using for gear so when a player says they want to fire their 2-damage pistol at someone protected by a 2-armor suit, the GM can tell them the consequences and ask (“Before you pull the trigger, you notice that their armor would completely absorb the shot—what do you do?”). That little bit of extra GM housekeeping aside, I find AW’s harm rules are pretty easy to port to action games, and work just fine in play.
3. Replacing hit point damage with conditions
I personally think rolling for effectiveness (including rolling for damage in Dungeon World and variants) is really fun sometimes, but I too sometimes want something more direct and with less tallying than hit points. I also really hate the specific combination of attack roll
damage roll
flat armor deduction that makes your “successful” attack meaningless. I’d like to try this sometime, and thought you might find it interesting as an alternative:
When you suffer damage that might be survivable, compare the damage roll to your armor. If the damage is ≤ your armor, the GM describes a cost or complication from the hit. If the damage exceeds your armor, choose 1 below.
- Take -1 armor until you next rest
- Take an appropriate debility
- Take your last breath
Basically, replace HP with expendable resources with established fictional meaning. Higher-value armor can take more wear and tear than lower-value armor, but it can’t save you forever. I don’t think you even need to change anything on the character sheet to make this work (though you’d have an empty space for HP and no explicit place to record armor damage, so maybe you could repurpose that space).
The biggest drawback to this is that it’s more burdensome on the GM, as DW monsters are typically written up with HP totals and not debility options, and PC-style debilities wouldn’t really work for them (as they don’t have any ability scores to penalize). A quick and dirty fix might be to say that monsters can take some percentage of their HP in generic or improvised “debilities” that are basically just tags that can be exploited—e.g., missing scale or favoring one leg. Half their HP in debilities seems potentially reasonable; if a PC can take 6 debilities, it seems reasonable to me that a 16 HP dragon could take 8.