TwoSix
Everyone's literal second-favorite poster
I think you can move from a daily or encounter based refresh of powers and still kind of feel like D&D. Use some kind of combo point, or cascading level of conditions, to enable martial abilities. ("Use this ability to inflict condition A. Use this different ability on a target with condition A to do more damage and inflict condition B.")
For casters, you could use a treasure-based system (convert gold into material components into spells, spells limited by material components). For either type, you could also use a level-based system (each level, you gain a certain amount of narrative currency to spend on effects. Sort of like the 3e system for making magic items, but your level is based on XP earned, not XP accumulated.)
I think moving away from HP, and making combat win/loss based on escalating conditions, would tilt the game away from feeling like D&D. That's just a gut feeling, but hit points feel like a sacred cow for D&D-like games.
For casters, you could use a treasure-based system (convert gold into material components into spells, spells limited by material components). For either type, you could also use a level-based system (each level, you gain a certain amount of narrative currency to spend on effects. Sort of like the 3e system for making magic items, but your level is based on XP earned, not XP accumulated.)
I think moving away from HP, and making combat win/loss based on escalating conditions, would tilt the game away from feeling like D&D. That's just a gut feeling, but hit points feel like a sacred cow for D&D-like games.