A few months ago, I came across a Dungeon World hack that was designed for Kids and people new to RPGs
The "Dungeons RPG" free download can be found HERE
. It has proven itself in providing a non intimidating RPG experience for my wife and young daughter where other games such as very basic versions of D&D have failed. But on to the main point-
In "Dungeons"- Hit Points are not just traditional hit points but are also "effort" used to fuel die rolls, spells, etc. For example-. The spellcasters have "at wills" but spend hit points to fuel more powerful spells. Fighters can spend a HP to fuel great feats of strength , or a Thief on "sneaky" abilities (and the HP provides a bonus to the roll that will eliminate complete failure). Druids spend a HP to shapeshift, etc etc.
Personally- in play I find it far more interesting than typical "resource management" like Vancian Casting, or per X rest, etc. It's much more simple, and the resource pool is much more valuable to players and raises the dramatic tension "I can spend a HP now to make sure I do X, but I'm going to be lower than I want for that fight I know is coming"
So what do folks think about a D&D game where class abilities/maneuvers/feats/stunts/ spells etc were all fueled by ONE easy to track resource- Hit Points? Then certainly the "idea" of hit points as drive/luck/endurance and their loss and quick return upon resting would make compete sense in the context of the game (though the term "hit" still does not).
P.S- Happy New Year all!