Thomas Shey
Legend
I entirely agree. The view of hit points that I presented is hard to align with events which should be directly damaging.
For example, there is little that can be done to avoid damage from a fall. Then, a more realistic way of handling fall damage might be to represent it as a coup-de-grace. Or to use escalating damage (1d6, 3d6, 6d6, 10d6, and so forth).
Well, to be honest, that's as much an artifact of rolling together a bunch of things at once. This isn't a big deal with games with relatively fixed-at-start hit points that represent defensive increases in other ways, for example.
But, most games don't use these more realistic methods. My sense of this is that, having accepted hit points as a measure of survivability, folks prefer to dial back the lethality of events such as falling. (Which, in my experience, matches an avoidance to use of coup-de-grace rules. They are there, in 3E, but they don't seem to be used much.)
I think this requires at least one to define "most". Once you get away from the D&D-sphere, relatively deadly falling damage isn't that hard to come by. Its just accepted that large falls are a really bad idea in them.
Folks also seem to like hit point restoration as a mechanic, although, this makes no sense in the probabilistic model that I provided.
Again, yeah. As a couple people have mentioned a distinction between true injury points and some combination of fatigue/luck/skill/whatever would help here, but its a bridge too far for a lot of people (and some of the people prone to accepting it are likely off using games that already have other solutions and don't care that much about the pace-of-resolution benefits a large-hit-point-model can present).
The theme here is that the game has invented a whole set of processes and expectations relating to gaining and losing hit points, taking the idea quite far away from either the probabilistic model or a basic idea of being physically damaged and being healed.
The result is, for many folks, a quite playable game, with a consequence of there being a fundamental limit to the meaning of hit points. Play the game, and don't push too hard on this mechanic.
Or as I've commented before, D&D's attitude toward more than one thing (you can get pretty far into the weeds on a couple other abstractions too) is "It just works, 'k?"