Hp or wounds
I haven't played any games that used them beyond Fate so I don't know them as well. I'm wondering if I should try to make the conversion or if my ideas are just going make both sides unhappy.
Pitch for hp
Two tier hp bar where one is easy to fix and the other isn't. Gaining health in both equally tied to level and fortitude. Quick heals would only handle shallow hp and deep would have a slower recovery rate when resting. Goal was to have something that lingers and an incentive to maintain health early. It would also allow for easy access to powerful heal as out healing damage only works if it never touches deep health.
Pitch for wounds
Start with a few and fortitude gives more. The amount a wound box takes would be tied to a flat number and level so as you get stronger, you can endure harder hits but of course they move up if the one they would fill is already full. Having a higher fortitude would give you more of these boxes with higher values allow you to take hits that might take someone else out in one shot. So example would be if you have a 1-5 damage wound gaining another would give you a 6 damage wound box and then 7 and so on making you able to take bigger and bigger hits and more of them. Again this is probably the opposite of what the wounds people want but I'm just spitballing here.
I think my game can work with simple numerical penalties as the way actions work is you have targets based on the move with some becoming obsolete as they are impossible to fail but not as rewarding. Think worst roll is 2d20, best is 2d4, so you have your most basic action having something like a TN of 25 and the hardest move being a 5 with many in between. I think how it's set it would be a slow death spiral as you could always rely on weaker moves you can still pull off even with a wound adding to your roll in a roll under system. I can see giving penalties to having certain missing deep health or larger wounds filled in. This would make having more health mean you can get penalized further but survive more damage.
The game is likely to be less gritty and more on video gamey play with an aim for cinematicstories (if it sounds cool try to make a mechanic for it to be part of the base game). Its not gritty or grounded which works against wounds from what ive seen bjt they seem to be the wave of the futureand though the current idea probably goes against its prinivple it does a good service to take characters. I haven't crossed the bridge to seeing how to treat wounds in games but I have some ideas but this is already too long.
Again I'm new to wounds but see it everywhere and am kind of pondering to try them or stick with what I know.