Spurred by another conversation about removing HP (and stats in general) from *world games, I started thinking about how wounds could be portrayed as temporary, detrimental moves.
Your arm is broken. When you do or experience something that would cause you pain because of your broken arm roll+CON. Take +2 if your arm is somehow stabilized. On a +10 you grit your teeth and pull through. On a 7-9 you still pull through, but your arm is bashed or shaken in the progress. Take 1d4 damage that ignores armor.
I realize this will lead to an unnecessary granularity, and it would probably bog down the flow of the game and make it unplayable. I thought the thought exercise was nice though, as making the moves forces you to consider how detrimental these kinds of injuries are to a character, helping you to improvise on the fly.
Note the “take +2” bonus; I thought it was nice to include an explicit way to overcome the most gruesome effects.