@mjbroekman
Yeah, in D&D (and most RPG's of that style), enemies were just as lethal at 1 hit point as they were at full. Which is always something that bugged me about those systems.
It's why I enjoyed games like Shadowrun so much. Instead of just an arbitrary pool of health that are somehow unrelated to your actual condition, it uses a wound track. So your character gets a wound threshold which is made up from their toughness and armor. When being hit, things first have to penetrate your armor and toughness, and what does wounds you. As you get wounded, you get building penalties to all actions. Which makes sense. If you get shot in the arm, you're not going to be doing backflips and attacks just as perfectly as before you were shot as in D&D (and you don't get a magically growing amount of health as you level up). It made combat a lot more visceral and deadly. It wasn't about charging in to a crowd of enemies and just hacking away until you're the only one standing (and honestly about selling miniatures to push their rule system). In Shadowrun it's about picking your fights, finding good cover, and making sure you hit them before they hit you.
Battletech is similar, as you're blasting away at the enemy and taking parts off, blowing up weapons, you're slowly making it harder and harder for the enemy to succeed, while they try to do the same to you. It's not just about standing there trading blows at full strength until one of you suddenly falls over.