(Sorry for the long winded intro. Since this is about a game nobody is familiar with, I'm trying to ensure that there is some amount of context before asking the actual question.)
So I've got a system I'm designing in my limited spare time. Two of its features are experimental and I don't really have a good basis for judging how they'll play out together.
First off, instead of dice I'm using expendable willpower points for pretty much everything. This idea is a response to a couple Deadlands sessions where the PCs and GM threw dice at each other and used fate chips to negate each other's attacks. It seemed like the pools of fate chips were controlling the game more than the dice, so I wanted to abstract away the randomness and see what happened.
Secondly, instead of hit points I'm treating everything as a hit location. I've never really liked the hit point abstraction, so I wanted to see if specific injuries worked.
Anyway, I've reached a point where I feel like I need there to be a way to do some sort of generic damage. Not every swing is targeted at a specific location, so they should just kind of hurt instead of causing injury. I was also struggling with a good mechanic for head wounds, but treating them as lots and lots of generic damage seems reasonable.
So what I've come up with is that generic damage will simply cause players to expend some of their willpower points. It's simple and elegant. Fluff-wise I think it makes sense that as characters get beat up they lose the will to keep fighting. But for a game, I'm not sure it makes sense to have a single resource represent a PC's ability to do awesome stuff and the PC's ability to not be dead.
Are there any examples of other systems like that that I could look at? Could anyone who has played such systems tell me how they worked out?