[MENTION=82779]MechaPilot[/MENTION]: Dude, Sailor Moon is somewhat right. There are simply too many inconsistencies in the D&D system regarding the hit point and healing mechanism behind it. Let's not take stand and slag it out and try rationalising it one way or another but take a step backwards and see this objectively.
In order to rationalise the high hit points of high level characters, they started to attribute it to ideas of fatigue, winded, luck, morale, etc. That's the sole reason right otherwise, how to account for a 100 hit point human warrior? Maybe instead of trying to patch this up more and more, it may be better to tear it down and say that the entirety of it is actually flawed.
Take secondary effects of a successful hit besides hit point loss. Poison, paralysis, disease, drain. If it's not a hit with flesh wound, how will poison or disease enter the body's system? How about paralysis? Level drain?
Do note that D&D started as table-top battles and in such case, a hit is a hit. It is regarded as a wound and normally, hit points are within the range of 1 (which takes out a character) or at most 10 (if I remembered correctly).
In order to rationalise the high hit points of high level characters, they started to attribute it to ideas of fatigue, winded, luck, morale, etc. That's the sole reason right otherwise, how to account for a 100 hit point human warrior? Maybe instead of trying to patch this up more and more, it may be better to tear it down and say that the entirety of it is actually flawed.
Take secondary effects of a successful hit besides hit point loss. Poison, paralysis, disease, drain. If it's not a hit with flesh wound, how will poison or disease enter the body's system? How about paralysis? Level drain?
Do note that D&D started as table-top battles and in such case, a hit is a hit. It is regarded as a wound and normally, hit points are within the range of 1 (which takes out a character) or at most 10 (if I remembered correctly).