Design principles I'd like to see...
You should not need a healer.
You should be able to play as many encounters as you want in any specified period of time (hour, day, week, whatever). Maybe you need to go through 4 encounters in 4 minutes. Maybe you need to go through 10 encounters in 8 hours. Whatever the needs of the adventure, the system should be able to handle it.
That's it. Make that work, and everything else will fall into place. For me, hit points are just a number on the paper. I don't care about how they increase, decrease, or what it all means. I just want to be able to freely create an adventure, without having to worry about how the system forces me into time frames bounded by PC resources or levels.
You should not need a healer.
You should be able to play as many encounters as you want in any specified period of time (hour, day, week, whatever). Maybe you need to go through 4 encounters in 4 minutes. Maybe you need to go through 10 encounters in 8 hours. Whatever the needs of the adventure, the system should be able to handle it.
That's it. Make that work, and everything else will fall into place. For me, hit points are just a number on the paper. I don't care about how they increase, decrease, or what it all means. I just want to be able to freely create an adventure, without having to worry about how the system forces me into time frames bounded by PC resources or levels.