@Imaculata : So, simplifying the two types of HP system... Perhaps there is one type of HP like basic 5e. The difference is a player uses their Constitution Modifier to determine how many pairs of d% and d10 they have in their HP pool. In addition, (AC×Con Score) is added to the total HP.
At the start of combat players roll their d%s and d10s to get HP=(nd%+nd10 at advantage)+(AC×Con Score). The players with the higher HP get their turns before players with lower HP (roll d20 for tie-breakers, higher results going first).
Attacking involves the standard dice rolls, but instead of d20 to hit, the player rolls a d% and d10. Damage dice + (d%+d10)= HP damage dealt. If HP damage dealt = 100, a chronic or permanent penalty to the target is also applied. If the HP damage dealt exceeds 100 then target loses no HP. Instead, thin air, scenery, a nearby ally/enemy, etc receives the difference of the damage - 100. However, scenery can fall and hit the original target if they are unlucky as one example of how the target could still receive damage from a missed attack.
I am kind of tired, but I hope I was thorough and that this is simpler. I don't perceive too many changes to how damage dealing and healing are handled. This also gets rid of the 5MWD for HP healing. I just really like the idea of using d% & d10 in generating HP.
At the start of combat players roll their d%s and d10s to get HP=(nd%+nd10 at advantage)+(AC×Con Score). The players with the higher HP get their turns before players with lower HP (roll d20 for tie-breakers, higher results going first).
Attacking involves the standard dice rolls, but instead of d20 to hit, the player rolls a d% and d10. Damage dice + (d%+d10)= HP damage dealt. If HP damage dealt = 100, a chronic or permanent penalty to the target is also applied. If the HP damage dealt exceeds 100 then target loses no HP. Instead, thin air, scenery, a nearby ally/enemy, etc receives the difference of the damage - 100. However, scenery can fall and hit the original target if they are unlucky as one example of how the target could still receive damage from a missed attack.
I am kind of tired, but I hope I was thorough and that this is simpler. I don't perceive too many changes to how damage dealing and healing are handled. This also gets rid of the 5MWD for HP healing. I just really like the idea of using d% & d10 in generating HP.