Then they model how long a character can last in a fight, something we might call defensive combat strength, if we were war-gamers.It may be semantics, but I don't think hit points are intended to model anything. Rather, they are an abstraction of how long a character can last in a fight.
Although billd91 does point out that they don't model just how long a character can last in a fight:
I'm willing to say that hit points often stop making sense, and suspension of disbelief goes out the window, when things like falling damage come into play. "I know I will survive a fall at terminal velocity?"Since other events and conditions cause the loss of hit points, they've pretty much always been the character's ability to endure physical stress, whether that stress be through being wounded in a fight, be caused by deprivation of food and water, or be caused by hazards such as falls, fires, and landslides. Fights are merely the most common way this resource is depleted in a typical adventure.
The problem with hit points is not that they're too abstract and lack sufficient detail. I'm certainly not arguing for a "which major artery is severed" chart.To a lesser extent, a similar abstraction could be made for other aspects of the game as well: the half level bonus to defenses, attack rolls, skill checks and ability checks are usually explained as increasing skill on the part of the character. However, part of the increase could also be attributed to divine favor or luck if the player wants to narrate it that way.
The problem is that hit points are a terrible model of combat, real or fictional. If you try to narrate what's happening, you have to gloss over a lot of nonsense.
Divine favor and luck may be perfectly palpable forces in a world of fantastic heroes with great destinies -- especially since we've already decided that some of them are PCs whose stories we were presumably following for a reason.Divine Favor and Luck can't be modeled. Luck means a degree of uncertainty you can't predict. Divine Favor doesn't exist in the reality.
I am a fan of abstract and easy to use. The opposite of abstract and easy to use is not realistic.But it models them in a very clever way, by staying very abstract and creating a system that is very easy to use.
There are other systems that can model combat in much more detail. Often they're no more realistic. Abstract does not mean unrealistic, and realistic does not mean detailed.It's all about what you are willing to give up when playing the game. Are you willing to forego a detailed damage track in order to speed up game play? Then go with hit points. There are other systems that can better model combat in a more realistic way. But, they are slower.
Absolutely.Hit points are a bad model of "reality", but so are most of the more detailed models that are more "realistic".
We can agree that those rules aren't easy to find, but they are easy to write.That's because reality has the nasty habit of throwing up really strange events every so often, which the rules aren't going to repeat. I don't think there's many sets of rules which can cope with Alexander the Great surviving a ballista bolt in the chest while other people are being killed by one lucky hit with an arrow. And rules which allow someone to be struck through the eye slit of their helm with a sword, turn on their attacker and strike them down, and then collapse and die aren't easy to find.
Hit points obviously never stood purely for physical toughness. Gygax said as much. In fact, a high-level fighter's hit points have always been 90 percent intangibles: skill, luck, divine favor, etc.HP should represent physical damage as it started as.