See, this is why I mostly steer wide of any kind of direct correlation of what is doing what kind of damage to which body parts equals what HP numbers. Now when you confound number of shots fired with all of that it just gets even more wiggy.
Consider: doing 6 HP damage
Does it mean all these are equal?
- A barehanded attack rolls a 2 on d4 but has +4 basic effort
- One great hit with an axe, 6 on d6 no bonus
- two punch combo rolling 1 each time on d4, but you used a hero coin to add damage and only rolled a 4.
And then for each of those, what if it was the killing blow? The first 6 points of 60 HP? The first 6 damage to a 1 heart mob of goblins? The last 6 HP remaining on that same mob? What if the damage was from a mental attack? Poison?
What if the 6HP was healing instead? What makes it possible for a first aid kit to “heal” 6 point damage, especially if from different sources? Like, can my medic pick to heal 1 point from one of the punches, and 5 from mental damage I took from that psychic blast of mental anguish, all with the same band aid and antiseptic, while ignoring the 1 point of lingering poison damage and the 1 point damage remaining from that spike pit I fell in last session?
So all of these examples and a million more make me follow this rule: NEVER EQUATE HP WITH DAMAGE. Instead, I treat it as Agency (or sometimes Tenacity) the ability of the player to remain active in the session and cause intentional changes in the game state. And describe the “Effort” done by PCs and enemies however makes narrative sense. It is after all, Effort… progress toward a goal. And that goal in terms of combat is to remove an adversary or threat, or render it harmless.
ETA: This framework also makes it possible to have less murder hobo and “clear every room methodically for the sake of clearing rooms” mentality. When the hearts are gone, the foe or obstacle is no longer a problem. Whether because they gave up and fled too fast, got knocked out, or got killed all the way dead.