Recommend looking at the preview for the second edition of Knave. It does hit points like basic editions, but each character also has wound slots equal to their slots of for carrying items. When you go below zero HP, you start losing wound slots and you have to drop equipment. Hit points can be recovered with a good night's rest, whereas the wound slots need a safe environment, recovering one slot per safe night's rest. Also everyone is just rolling 1D6 / level, rerolling all d6s each level to help average out HPs.
It's a nice balance of OSR and nu school.
"You're attacked by a group of goblins, they are gouging your eyes, biting your ears and dropping scorpions down your plate mail"
SAVES
Roll d20 equal or below the relevant Virtue.
Failure means negative consequences, not
necessarily a failure of the action itself.
Rolling to return from 5 torches deep
Connections and relationships
0:00 Intro
1:35 You're rolling too much!
1:57 What do the books say?
2:59 My handy-dandy flowchart
5:00 Is it even possible?
6:10 Is failure plausible?
9:22 What are the consequences?
10:32 Are you ready to do that, though?
12:03 ...but make sure it's fun.
13:11 The Flowchart
It may seem counterintuitive, considering that Dungeons & Dragons is a dice game, but... you're rolling too much! Today we talk about how Dungeon Masters calling for fewer dice rolls can result in a better D&D game. DMs, what do you think? Are you calling for too many ability checks in your tabletop roleplaying games?
3 types of damage:
Slashing/cutting
piercing
bludgeoning
Weapons that pierce (dagger to long sword) do same damage.
Damage should depend more on attack roll. Makes no sense to have a big attack roll that does 1 damage.
So maybe base damage plus amount of attack roll above AC.