Here's the problem I see with what you propose:In general there need to be more things that can or do bypass hit points partly or completely. You quite rightly note poison and assassination; to which I'll add falling any significant distance*, drowning, limb (or head!) amputation, massive damage, and a fair number of specific spells.
For falling, one option might be to put the damage on a quickly-escalating multiplier as the fall diestance becomes greater e.g. the first damage die is flat, the second is x2, the third is x3, and so on until the 20th die is x20...by which point if you're still rolling then the character has WAY too many hit points!![]()
You and @cbwjm seem to want more narrative opportunity for easy ways to kill or to die... rather than the strictly game-based balancing of "knock someone's number down to zero before they knock your number down to zero." And I understand that from a conceptual point of view-- yes, it makes all the sense in a fantasy-world-based "reality" why these characters would and could suffer immediate death from falling, or get injected with poisons from which there's no survival, or easily drown, lose limbs, etc.
But the issue is that if you make these changes to the "game" strictly for story or narrative purposes-- because those kinds of massive injury or death should occur with much more frequency in the story of what D&D characters go through-- then we should also accept the massive change to story and narrative that would run parallel to that...
...which is not a single person in any sense of reality (fantasy or otherwise) would EVER put themselves into the trauma of what D&D characters go through on a DAILY basis. Especially not for the nebulous reasons D&D characters decide to "go adventuring".
They just wouldn't. If we take a look at what a standard D&D character goes through physically, mentally, and spiritually in a 24-hour period based on standard D&D gameplay... the amount of pain, suffering, murder, mind control, burning, freezing, decapitation, poisoning, grave injury, etc. etc. etc... there is ZERO reality in any of that. You get literally burned alive by taking a Burning Hands spell to the face... and we're supposed to think that a simple Cure Wounds spell will remove all of the anguish you went through and five minutes later you just jump up, brush yourself off, and say "Okay! Let's go! Where to next?" And the character does and then experiences the exact same trauma 15 minutes later, and then 15 minutes after that, and after that, and after that... throwing themselves into one giant ball of pain and suffering day after day after day all in the name of "Adventuring!"
No. Narratively, the world of pretty much every single adventure game is completely fake and has no sense of any sort of reality as to how human beings react to trauma. And thus... I find it kind of silly to want/require/need one side of "fantasy-world reality" represented in "easier ways to die", but are completely okay handwaving the other side away of what happens when you actually experience that easier death over and over and over and over and over and over and over again.
If we're going to handwave one... there's no reason not to handwave the other. Especially if doing so makes the game aspect of D&D more balanced for all players involved.
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