Fanaelialae
Legend
Sure. I don't see it as a problem, but if you do then it can be solved at the cost of additional complexity.Exactly.
To make it make logical sense, the problem that needs solving is that they can function as well at 1 of 100 as they can at 100 of 100. (or for better comparison among characters with different h.p. totals, 1% of full vs 100% of full) This is what I was trying to get at with the idea of conditions (usually negative) kicking in at 50%, 25%, 10% and 1.
It's more case by case for me. A hit from a Giant is going to be described differently than a hit from a Dragon's claw - the Giant hit might send you flying across the room while the Dragon's claw might leave a nasty scratch on your armour - and you.
To me all hit points are at least a tiny bit meat (if nothing else this makes damage-based effects e.g. poison and level drain easier to grok), with the meat ratio increasing greatly as you get close to 0.
I think that's 1e, using the death at -3 (or -10) option.
I'd rather find a way of solving the logic problem you point out in the first bit quoted, above. The idea of having 1 hit point mean different things in the fiction if you reach that number from above or below doesn't work well for me.
The ridiculous extreme, of course, is 5e's Whack-A-Mole idiocy, where a character can be at 0 h.p. and down one round, fully functional at 1 h.p. the next round, back down to 0 the round after, repeat until you run out of either ranged-cures or opponents.
The other option, of course, is to go to a wound-vitality or body-fatigue point system. We did this ages ago and it solves a ton of problems at cost of a bit of extra complication which very soon becomes second nature.
In fairness, while the 5e rules do exacerbate the issue, the existence of magic healing made whack-a-mole an issue in every edition. Or at least, that was my experience in the editions I've played. Just because you had to heal from negatives didn't prevent whack-a-mole, it just meant you sometimes needed a bigger heal to do so reliably. I saw it happen in both 2e and 3e though, where a character would go up and down multiple times in the same encounter. Negatives make it less frequent, but they don't eliminate it entirely.