I like the idea that it's tracking increasing skill but I still think a hit "hits". So your skill turns a lethal blow into some much more minor: a scratch instead of losing an arm, a bruise instead of caved in ribs etc.
Overall I agree. A glancing blow, etc. But it's also a factor of wearing you down, so I'm OK with occasional blows being described as a hit that you turned to a near miss. In all honesty, we don't typically describe every swing or attack anyway. It's fun and interesting enough initially, but after 30 years it gets a little old and repetitive.
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I just thought of a variation on use of hp today, and haven't really finalized how it might work in my campaign.
First, it's important to know that at the end of a long rest in my campaign (whether you regain all hp or not), instead of gaining 1/2 of your HD, you roll them, add your Constitution modifier, and that becomes your hit point pool for the day.
When you take a short rest, you automatically heal from this pool, although things like magical healing, bardic inspiration, etc. happen first if appropriate, so you're not draining your pool. In addition, in my campaign, if you are at 50% of your hit points or less, you have to make a Constitution saving throw each round to avoid becoming overexerted, which is the equivalent of 1 level of exhaustion, although you recover it with about 10 minutes of rest.
So, here's the new thought, based on the hp pool mechanic:
When you spend a round in combat dodging and don't take any damage, you regain 1d6 hp from your hit point pool.
The thought is to encourage people to take a break from active combat to recover and regroup (which is something real people do). A big part of this is that I'm trying to encourage players to use more real-world type tactics, and reward the use of those tactics. Catching your breath and looking for a better opening is a big one that's hard to encourage.
As I said, I haven't worked out the details just yet, but that's the concept.