It's a bit dissapointing that a lot of people think of CRPGs as "real" RPGs. In a pen and paper RPG session (the original RPGs), run by a competent gamemaster, there shouldn't be any mention of numbers whatsoever. Even difficulties should have a hidden target number and the player/character should be informed of the relative value of the task.
I mean, saying and using numbers just puts the players out of their characters - it's much better if they are informed like this:
* Char 1: I try to open the locked door.
* Master: (takes a look at the character sheet) You feel it would be easy for a experienced rogue like you, do you want to roll?
Rather than like this:
* Char 1: I try to open the locked door.
* Master: You need to roll 12 or more, and you've got a +8 for lock picking.
In this last case the character immersion is totally broken.
So numbers do not make it more RPGish, it's more to the contrary.
But since this is a computer game, and not a RPG, it could be nice to have something similar but, as others have pointed out, there is already an indicator of relative health remaining, and there's the wiki, so this function is already there ;)