In complement to "MaxHealth" suggested elsewhere, I want to bring up the idea of hit-points dependent on the strength statistic.
Currently, all characters uniformly have 100 hitpoints. This is our 0% health - 100% health system.
What if it was not %, but hitpoints proper - that is, could go above 100. And it depended on the character's physical strength statistic given to him or her at spawntime. Examples: normal strength characters would have 100% health. Much stronger than usual character may reach 150%; weaklings, as low as 65% total.
This approach is nothing new, being standard practice for ages in many successful roleplaying systems. I bring it up because it would nicely offset and highlight the idea put forth in "MaxHealth": though combat wounds result in permanent damage, if one is playing a physically very robust character, one can decide it's "worth it", since the permanent hitpoint reductions would not become dangerous for a long time yet thanks to one's natural 130-150% health.
Strength interpreted as character physical constitution
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That would be logical, considering the character is much weaker than usual.
Such people should stay well away from combat situations, where they might indeed die in one hit. Although, it's not set in stone either, the attacker could miss, or the shield could help enough to rescue the person, or the attacker himself could be not very strong/proficient and the damage never went up as high as 65%.

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