Since you''re talking about an RPG rather than an FPS, I would think the ability to avoid being hit (or at least avoid taking a lot of damage from a hit) would be good. The idea of "hit points" doesn''t necessarily relate to physical damage. You could think of it as some sort of potential death indicator or some other abstract measure. The classic concept of hit points is that as you attain higher levels in an RPG, you suddenly become resistant to physical damage. You can actually add up the number of shotgun blasts you could take without dying -- sometimes this number is rather rediculous. But it''s tried and true, so I guess why fix it.
Rather than having players have more hitpoints as they advance, you could reduce damage caused to them based on level. It really boils down to the same thing, I suppose, but why not be different?
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For example at level 1 damage is 100%, at level 2 it''s 90%, etc. Obviously you''d never get to 0%... Maybe it''s staggered based on weapon types. This would fall in line with intrinsic knowledge of the ways those weapons are employed and how best to avoid having them deal lethal damage. Or maybe rather than a hit/miss decision then a damage calculation, maybe it''s all done in one step. A sort of damage "window" that is modified by armor, level, skill, etc. No damage = miss, lots of damage = good hit.
Okay, it''s late, I''m rambling...
Altho, I do think there''s some potential in that last bit...