The "dissociated" aspect of hit points is this: when the hit point pool is low the player knows that the next hit will be fatal; but how does the PC know that? (Given that the PC is not tired, or slowing down, nor carrying a "divine favour and luck" meter to measure his/her current state of Gygaxian "health"). In other words, unless you interpret hit points as meat, hit points are an example of the "dissociated" Fate Points that [MENTION=6698278]Emerikol[/MENTION] mentioned upthread.None of those issues make those mechanics dissociative. There's nothing in hit points, with those examples, that suggests dissociation.
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I think you're hanging up on the fact that hit points are abstract and, thanks to random variations, the results of these events can vary significantly and may not be particularly severe compared to our real world understanding (where life and limb and injury is decidedly less abstract). But that's not really dissociated.
Another similar example, that relates to the falling example or the crossbow example, flips the situation around: the "dissociation" is not produced by the fact that the PC can survive the fall, or the multiple crossbow bolts while tied to a pole; it's produced by the fact that the player knows in advance that the PC will survive (because s/he has enough hp left), whereas the PC cannot know this (unless hit points are meat).
In other words, hit points are dissociated because they give the player a power to predict things, and have his/her PC act on that prediction, that the PC does not enjoy him- or herself.
This keeps being said, as if those who like 4e are interlopers in the garden of D&D.4E was such a departure from D&D's past that it is alien to a good deal of the existing D&D audience
D&D has always had two aspects: its story elements, and its mechanical elements. For about 20 years I abandoned the mechanical elements, because they were not up to the task of supporting and delivering the story elements. 4e brought me back to D&D's mechanics, because finally they were able to deliver on the story elements that I had been using for those nearly 20 years. Here is how I put it on another recent thread:
In the 20-odd years that I GMed Rolemaster, I used two D&D campaign settings - Greyhawk and Kara-Tur - and numerous D&D modules - Emirates of Ylaruam, Descent into the Depths of the Earth, the Slavers, Tomb of Horrors, Bastion of Broken Souls, mutiple 2nd-ed Greyhawk modules, multiple 1st-ed and 2nd-ed Oriental Adventures modules, plus any number of D&D vignettes from various sources (like the single-card scenarios in the Greyhawk City boxed set, and Tales from the Infinte Staircase). I also converted any number of monsters from the AD&D and 3E Monster Manuals to Rolemaster, and used Deities & Demigods and Manuals of the Planes from multiple editions to help build my pantheons and cosmologies.
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I think of myself as someone who loves D&D - look at all the D&D story elements I've been using for 20 years! It was just that the D&D mechanics could never deliver me the promise of those story elements - until 4e.
I don't see that you have any greater claim on what D&D is, and might or should be, than I do.
I particularly want to reiterate that last line. Those who don't like 4e don't have any monopoly over the question of what D&D really is, or whether 4e was true to it or departed from it. For me, 4e is mechanically truer to those D&D story elements than any earlier version of the D&D system.