Dungeons and Dragons may simulate many aspects of warfare, such as flanking, surprise, and performing a bull rush, but the mechanics of damage just don't make much sense. By level 20, it takes hundreds of direct arrow hits, even critical hits, or multiple shots from cannons, to take down a single unarmored warrior. Here's an experimental idea to add sense to it.
Every creature can be divided into 3 parts: Head, limbs, and body. Some may have more limbs or heads, and some may have none. All creatures using this system have triple their normal HP, but instead of a full HP, creatures using this system have a different HP value for each body part, in a ratio of 1:2:4, with all extra HP going to the body. Thus, a human that would ordinarily have 100 HP would have 23 HP in the head, 46 in each limb, and 93 in the body. A 12-headed Hydra with 140 HP would get 24 HP per head, 48 per leg, and 108 in the body (killing the heads would replace the sunder attempt when using this change).
Aside from separate HP values, these body parts each have different AC values. Since hitting the body of a creature is harder than hitting any of it randomly, the body gains +2 to AC. Each limb gets +4, and the head gets +8.
Now for aiming. You may specify which of the enemy's body parts you are aiming for whenever you are about to shoot an arrow or swing a sword. Make a roll against the modified AC value of that area, and if you succeed, you make a clean hit and deal damage to its HP. Optionally, if you miss by 2 or less, you may still land a hit on another body part. Roll randomly between the body parts that remain to determine which is hit, and deal half damage to it. For spells, touch and ranged touch attacks work the same way, but an area of effect spell deals damage to each part according to the same 1:2:4 ratio.
Finally, the effects. A creature that falls below 0 HP in all of its bodies or all of its heads falls unconcious. A limb that falls below 0 HP cannot pick up objects or supply the somatic components of spells. A creature with a dead ambulatory limb has its movement reduced by an amount inversely proportional to the number of ambulatory limbs the creature has, so a human with a dead leg moves at 1/2 speed, and a horse with a dead leg moves at 3/4 speed. Always round up to the nearest 5 ft.
In this system, there are no critical hits. x3 weapons add a damage die when they hit a head or limb, x4 weapons add 2, etc. This simulates their ability to deal more damage when hitting "critical" weak spots on the body. Similarly, weapons with a higher threat range hit the weak spots of the body more easily. Ignore 1 point of AC bonus on the head and 1/2 a point of AC bonus on the limbs (rounded up) for each point of threat range the weapon has over 1. A vorpal blade will only cut off a head if you aim for one and roll a natural 20. Lesser versions of the vorpal enhancement can be made that chop off only limbs.
Kind of a random idea, and probably done before, but I just wanted to throw it out there to see what people thought. From a flavor standpoint, it makes a lot more sense (and it's more fun, with the players roleplaying the loss of their limbs). Any comments or considerations?