Li Shenron
Legend
I get the feeling that all these problems stem originally from a need to explain why player characters' Hit Points increase with experience/level.
If Hit Points didn't increase, there would be no problem. We would just think they really are the ability to withstand physical injuries. Slow natural healing and fast magical healing would work fine with no further explanations.
But maybe we want Hit Points to increase, because we do want to think that an experienced, high-level character would be relatively less threatened by an axe or a wolf's bite, than how he used to be when he was lower-level.
So how about giving the whole topic a spin: flush all the metaphysical interpretation of Hit Points, let them be more or less (some door left opened for corner cases) fully physical, but then let's describe weapon damage as partly metaphysical.
Weapon damage doesn't change by level. If it does in some edition (damage bonus per level?), it can still be thought as character's ability to target where it hurts more. But we can say that the d10 damage from that axe is fully physical for a low-level character (to which d10 can be a deadly blow) because he's got no other way to withstand weapon damage that just taking it, while for a high-level character (which equate to a lesser % of his true health) only some of those damage points really hurt his body, while the others are "absorbed" by a variety of skills (technical experience at receiving/dodging blows, luck, whatever...).
To make this work I presume that magical healing at least would need to scale by level too... what do you think?
If Hit Points didn't increase, there would be no problem. We would just think they really are the ability to withstand physical injuries. Slow natural healing and fast magical healing would work fine with no further explanations.
But maybe we want Hit Points to increase, because we do want to think that an experienced, high-level character would be relatively less threatened by an axe or a wolf's bite, than how he used to be when he was lower-level.
So how about giving the whole topic a spin: flush all the metaphysical interpretation of Hit Points, let them be more or less (some door left opened for corner cases) fully physical, but then let's describe weapon damage as partly metaphysical.
Weapon damage doesn't change by level. If it does in some edition (damage bonus per level?), it can still be thought as character's ability to target where it hurts more. But we can say that the d10 damage from that axe is fully physical for a low-level character (to which d10 can be a deadly blow) because he's got no other way to withstand weapon damage that just taking it, while for a high-level character (which equate to a lesser % of his true health) only some of those damage points really hurt his body, while the others are "absorbed" by a variety of skills (technical experience at receiving/dodging blows, luck, whatever...).
To make this work I presume that magical healing at least would need to scale by level too... what do you think?