I just played a short session of Pathfinder last night. While I'm glad we're getting back into playing, I've noticed that the accounting for hit points rather annoys me, and sort of always has. I've purchased the Savage Worlds RPG over the summer, and ran a Forgotten Realms game with it once. And while I really liked the speed of the system, I missed the heaviness of D&D d20 (some people call me crazy). But I still think the wound system in savage worlds is onto something, minus a few points.
If you've ever played SW, you'd know that 'wild cards' which are basically the PCs and important NPCs/monsters, get a 3 wound threshold before they become incapacitated. While minions, lackeys, peons, and pawns can only take one abstract wound before they are incap'ed. This system relies on a 'toughness' stat to determine how much it takes for your character to take a wound (much like how AC determines how hard it is for you to be hit). Higher toughness = wounded less often, and vice versa. I LIKE this wound system, but I don't like that how many wounds a creature gets is so predictable.
SO, I was thinking, my games would run a bit faster if I didn't have to micromanage everything's Hit points. Of course, this would mean an overhaul of a lot of things, and a lot of math. I'm not sure I'm able to come up with a system like this on my own, while still keeping everything else Pathfinder.
Does anyone know any systems like this for the D&D/Pathfinder rules? Or has anyone designed their own? If not, what are your thoughts and suggestions?