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What I find interesting about this approach is that its equivalent (or looking like its converging rapidly) to a game system in which damage is random (i.e. "Xd6-style" damage, albeit more complex), and the only things that exist are damage resistance (possibly of a more complex nature), and effects resistance. There is no actual concept of evasion as actual avoidance.
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I've personally been playing around with an idea that removes hit points and applies damage as an effect. Which definately puts me in a category similar to pippy. I believe a mechanic should sing for it's supper or be ruthlessly culled. And as mentioned, typed damage is practically operatic.
As also mentioned however, in a running game fundamental change is a fundamentally bad idea.