Here's something for folks to try out. It's a damage variant that 
extends it to non-combat situations.

Here's how it works: Hit points are now a measure of roughly how long 
it takes to complete a task. In combat, how long it takes to defeat 
an opponent. We'll look at combat first.

Hit Points in Combat

A combat may either be fatal or non-fatal. In either hit points act 
as a measure of roughly how long it will take to defeat an opponent. 
Every point of damage done means the opponent is that much closer to 
defeat.

In fatal combat: Once the target's hit point reach zero, the target 
is incapacitated, unable to do anything. At -1 to -9 points the 
target is incapacitated and dying, using the standard rules for such. 
At -10 the target is dead. N.B.: until the target is at zero hit 
points or less, he takes no substantial physical damage. he will 
likely have scrapes, cuts, and bruises, but nothing that can be 
called life threatening. Only when his hit points go into the 
negatives does he take life threatening damage.

In non-fatal combat: Once the target's hit points reach zero or less, 
he has been defeated and must concede. While he has not taken any 
physical damage per se, he is now in a situation where he cannot make 
an effective defense, and so faces the possibility of immediate death 
should he decide to press the point. Should he decide to contest the 
decision the victor may make a fatal attack against a DC of 5 with 
full damage applying should the attack succeed.

Hit Points Outside of Combat

In this case the DM assigns two values to a task, Difficulty class 
and Hit Points. DC is used as a measure of how difficult it is to 
make progress at a task. Hit Points are used as a measure of how long 
it will take to actually succeed. Every time a PC succeeds at making 
progress, the player rolls "damage" according to the tool or tools 
being used. Improper tools give a D3 or D4 in "damage. Proper tools 
give a D6 or D8. Masterwork tools give a D10 or perhaps even 2D6

E.G.: The player wants his PC to carve a wooden statue for a friend 
using mahogany. The PC has Craft, Sculpture, Wood at a rank of 3, a 
dex of 13 for a +1 and a standard set of wood carving tools for no 
modifier positive or negative. Mahogany, being a rather hard wood, 
has a DC of 18 to sculpt; and since he wishes to do an involved 
sculpture, the DM assigns a hit point score of 60 to finish the task. 
With his dexterity and skill, the PC succeeds in making progress 
every time the player rolls a 14 or better on a D20. Since he is 
using standard wood carving tools, but not ones designed specifically 
for work with woods such as mahogany, he rolls a D6 to see how much 
progress he is making. Since he does 3.5 points of "damage" times a 
35% chance of making progress, for each round he works on the statue 
he will do 1.225 points of "damage" per round. Which means it will 
take 49 rounds to complete the sculpture.

Now, there is a sticking point here. A six second round does not work 
in non-combat situations, most of the time. In the case of opening a 
lock it might, but searching for traps it won't. In the case of the 
sculpture above, how long should each round be? I'm thinking an hour, 
but I'm not a wood carver. Two hours? Half a day? One day? That's why 
I'm asking for input and playtesting.

Try this out, see how it works, and send in feedback.

Alan
-- 
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