In any DnD-based game, HP is an abstraction. It's a combination of physical fortitude, magical defences, fatigue, the ability to turn a mighty blow into a lesser one, dodging, and just plain old luck.
This was explicitly discussed in the ADnD 1e DMG, and has never needed further discussion.
When you watch, say, a lightsaber duel in Star Wars, both characters are losing HP throughout the fight as they block and parry. When Luke loses his hand, that's the moment he has been reduced to 0hp and is out of the fight.
>>44882939 Yeah that's what D&D says about hit points on paper, we know. That doesn't work in practice though because critical hits and bleeding are both also a thing that don't make sense unless every loss of HP is actually a physical hit instead of an abstract "more tired" hit.
>>44883042 Critical hit = you had an attack that required more effort to dodge than usual. Perhaps it only barely missed your head, throwing you off balance. Bleeding = bleeding, no problem there. It's distracting you, it's making you slip, it hurts.
>>44883912 >the older you get, the stronger you get. Up to a point. Maybe the human body has some sort of inbuilt spider threshold which can't be passed without first triggering diminishing returns, and then becoming actively detrimental, and scientists have mistaken this for old age?
Like, perhaps there's a very specific spider:human ratio which creates the ubermensch?
Whatever amount of hit points you have represents a combination of endurance, pain threshold, and natural hardiness. All damage you take that does not reduce you to 0 hit points are just minor bruises, cuts, scrapes, and burns that could have been nasty but you managed to reduce the damage with a combination of luck, skill, and experience. Getting reduced to 0 hit points represents the critical blow that you couldn't find a way to reduce the severity of.
>>44882502 Well, in-setting, because they feywild and its story-driven physics are so palpable in setting, narative plot-shield is a real thing. In theory, one telling blow from any weapon or spell SHOULD take any individual out, like minions, but "heroes" (in the greek sense) who are chosen by fate/the-narrative-essence have that special "something else" that keeps them going, and turns telling blows into near misses, manly flesh-wounds, and lucky last-minute dodges. There is actually a town who's palpable oppressive "realness" cause nobody to regain any surges while there until you are just as mundane and unexceptional as everyone else; it is used as a prison colony for exceptional villains.
For example a stupid high health character that min maxed his way there falls off a 30 story building and between his nat 20 save and huge ass health he walks away.
Well, he didn't hit at terminal velocity because stuff got in his way the whole way down. Painters scaffolding he smashed through, Cloth awnings, almost had a grip on the building a few times and slipped off.
Stats are not only about the player all the time imo. But how the area is there and reacting to them as well.
>>44893043 I think the problem is the distinction between one large blow and several small blows. Imagine a PC has ten HP, and a slight cut deals 1 HP of damage, should ten of those hits be equivalent to a beheading? Or should 5 of those hits be equivalent to a heavy strike from a sword or axe, or damage from a spell?
You can make sense of it, but it is still a little odd. I prefer the idea that, at least when the character is more or less an ordinary human, HP represents ability to avoid damage, or take only minor damage, and getting to zero represents taking a lethal blow.
>>44882502 It's awesome points. If you're a scrub you aren't very awesome so a simple attack can easily take you down. If you're more awesome and especially a tough awesome ain't no handful of ugly ass monsters gonna take you down, let alone falling off a horse. If you're really awesome you can walk away from a terminal velocity unaided crash landing because you're too awesome to die that way.
>>44882502 >Hit Points >Hit points represent the character’s capacity to be up and functioning. Characters only lose hit points when physically harmed. Losing hit points not only represents the character being wounded, but also all the negative effects, both physical and mental, on the character’s capacity to stay up and able. Blood loss, burnt flesh, broken bones, ripped muscles, as well as pain, loss of focus and resolve, and will to fight are negative effects the loss of hit points represent. The more hit points the character has, the more punishment he can take before being put down. >...When the character rests, mend his wounds, recovers his breath and regains some of his focus, he recovers some Hit Points. Healing Hit Points this way doesn't mean his injuries magically disappeared. They are still present but not impairing the character anymore.
>>44882502 in my setting HP are a person's stamina and resistance to small hits, the only real wound is the one that actually drops you, i have a system that is going to give you different mali depending on how grievous the wound was, for example if you drop at -10 and survive once you get up you have a serious wound that will give you some debuffs, but at -2 it's a light wound and it almost doesn't affect you, of course this is only if you fail the endurance check
>>44901880 i read this as >in my setting HP are a person's stamina and resistance to small tits and was about to be really upset that your system discriminates against my people on such a fundamental level
>>44884474 Well obviously, if there's TOO MUCH spider, then Constitutoo starts taking away major parts of your body because it's just that much spider, leaving you weak and decrepit. Woe be to the person who is 90% spider by mass when some fly runs into him or something. Poof, gone.
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