That doesn't sound like "gritty realism" in any sense of the term. That sounds borderline cinematic.
Its a game designed to be so. DnD characters face down the Balrog of Moria or Gods and win. With swords.
There are better systems out there for gritty realism. Built that way from the ground up. Where permanent nerve damage is just a combat encounter away.
Using the PHB definition, HP aren't just meat, but they are meat in addition to some of those other things. The PHB also leaves open the option that HP are mostly meat, although nothing in the healing rules really support that (which is the issue at hand).
Yeah but its not like (assuming you hae 100 HP) that a certain percentage are meat, another percentage luck, another percentage will to live and so on.
Some days you'll lose 30 HP and not take a scratch (narrowly blocking or dodging the blow or it glancing off your armor, or having a hail of arrows luckily miss you where they would have riddled a lesser hero). Other days that loss of 30 HP represents a minor cut or bruise.
Its an abstraction. That gets
narrated however you want. You know how Drizzt rarely gets 'wounded'? He loses hit points every paragraph or two, 'dodging attacks' 'parrying blows' 'ducking at the last minute' and 'stepping inside the reach of his opponent, his resolve strengthening and his blades scything in a counter attack' and 'luckily being missed by an arrow' and so forth.
You could lose all 99 HP in a single blow and the blow can be narrated as missing you entirely (however you just used up a
crapload of luck).
If you're adhering to the (6-8)/2 guidelines, then you're using the attrition model, which the game is designed to support.
Intentionally. The game designers in their wisdom realized that in an encounter with just a 10 percent chance of a TPK, then no party would ever get past 5th level. Even one such encounter a level leaves your average adventurer odds on to be dead before getting out of the lower levels.
This might sound like fun to you, but not to me. Constant TPKs are not fun. Takes all sorts though.
Again, I suggest ditching DnD and picking up Rolemaster if this is more your thing (deadly battles where anything can kill you, gory detailed wounds and realistic crunch).
My complaint is that the guidelines are not flexible enough, since they don't really support a 1/0 or 2/0 game for any significant period of time.
The gritty realism variant does a great job as a tack on.
You can spend 5 days marching through the wilderness, have a single [medium to hard encounter] spend another three days wandering about, have two more [medium to hard] encounters and then spend 2 more days getting the the dungeon. Once there you slowly wind through tkind down 4 encounters before holing up to rest the night. The following day you clear out two more, before starting the uneventful 11 day hike back to town.
Congrats, youve just had [encounter] short rest [2 encounters] short rest [4 encounters] short rest [two encounters].
Thats 9 encounters and 3 short rests between long rests. If your party is struggling, the DM can always handwave one of those short rests into a long rest.
Its not an issue for mine. I often handwave the odd short rest, place time constraints on my quests, throw 'random' encounters at the party, or just give them a single 'deadly' enounter in a single adventuring day. I mix it up.
The balance just doesn't exist if you aren't being slowly worn down through attrition.
True in only an isolated sense. If all you ever do is throw really hard encounters at the party, and they always hit them fully rested, then the long rest classes (barbs, palis, casters) will shine. If you mix it up with alternating days of 6-8 encounters, with 2-3 short rests (and the odd day featuring a lot of both encounters
and short rests to give the fighters, monks and so forth a chance to shine) it all evens up in the long run, with all classes given the chance to have their time int he spotlight.
Take a longer term approach to it all, and it might change your perspective