I adore Legends of the Wulin's system. It's very abstract and narrative, but works great.
Most attacks in combat inflict Ripples, an abstract measure of the cost and attrition of combat- Minor injuries, fatigue and such.
On their own, Ripples do nothing, but particularly successful attacks can trigger a Rippling Roll, which can potentially convert the Ripples into a Chi Condition.
Chi Conditions are a simple concept LotW uses to accomplish a lot. Each one is a narrative clause tied to a mechanical benefit or penalty. For beneficial conditions, you get the benefit while obeying the clause. For example, someone with a Drunken Master Combat Condition, representing their fighting style, might get a bonus to rolls while having their character stagger around, take swigs mid fight and such.
However, the directly relevant kind is penalising Chi Conditions. Those force a choice upon you- Either you obey the narrative clause, or you suffer the mechanical penalty.
Take an Injury on your arm? Better figure out a way around it or stop fighting with your big two handed weapon or you'll eat the penalty. Take an injury to your leg? Better hold off on the high flying acrobatics.
It creates a really awesome combat dynamic. Over the course of a fight, generally everyone involved will accumulate Ripples to some degree, and that makes further attacks more and more dangerous. Suffering a few Conditions is a problem, but it avoids an absolute death spiral as you can always fight smart to try and work around the condition one way or another.
It should also be noted that Chi Conditions are more than just physical injuries. Social attacks or spiritual workings of priests can be used with the exact same rules, forcing an opponent to cower in fear or take a penalty, as a very generic example.