Upper_Krust
Legend
Hi Lily! 
Okay.
The only pro hit point argument that you can have is that they are already in use. Changing them will require at best; heavy modification to the Core Rules (if not an entire new edition itself).
I don't think there is, so I am going to be interested in your arguments!
Utter metagaming! Bad roleplaying!
Just imagine in Star Wars:tESB when Luke was injured by the Hoth Wampa. I can just see Han Solo played by your gaming group "F**k him - I'm not going out there its bloody freezing!"
Making for interesting roleplaying perhaps...?
The most successful character is the best roleplayer.
If that player/character happens to be a 'bad seed' then thats their problem.
Firstly their PCs actions will have repurcussions within the campaign world. Secondly prolonged selfish play may alienate them from your roleplaying group.
I don't see how either point is relative to the mechanics of the system, hit points or otherwise!?
I remember we had a character in our group like this, his machinations made everyone into better roleplayers though.
You are so clutching at straws here!
Firstly you presuppose the party has let itself be surrounded in a life or death situation, secondly you are painting a very bad picture of the DM.
Since we are using Star Wars analogies...
Remember in Star Wars:RotJ when the heroes are surrounded by the Ewoks and Han Solo goes for his blaster only to be dissuaded by Luke Skywalker.
Again a player in your group is Han Solo: "BLAST EM!".
Good DMs response: "Are you sure thats what you want to do?" *explains situation*
Bad DMs response: "Roll-em!"
How are they 'playing it smart' by attacking when hopelessly outnumbered!? LOL!
Hit points has absolutely no bearing on 'playing it smart' thats roleplaying!
What you are suggesting is that being able to easily squash 50 enemies is somehow smarter!? Thats power gaming, not smart roleplaying!
Sweet dreams mate!
You have made a number of points; all of which I have proved ineffectual.
Surely realism (in and of itself) is a 'one-edged sword!?'
Here we are in agreement! It could be something of a rude awakening for jaded players - but a rewarding one in the long run I believe!
As with any system.

Lily Inverse said:I'm only going to address one point here right now.
Okay.
Lily Inverse said:because I think it comes straight to the point of arguing for HP.
The only pro hit point argument that you can have is that they are already in use. Changing them will require at best; heavy modification to the Core Rules (if not an entire new edition itself).
Lily Inverse said:There are several ways in realistic treatment of damage and injury can detract heavily from, or even collapse, a game when the factors are not fully taken into account.
I don't think there is, so I am going to be interested in your arguments!

Lily Inverse said:1) Healing times. This might not sound like a big deal, but often players are not willing to "waste time" waiting for their fellow players to "heal up." Yes, magical healing can counteract this to some extent, but if the healer runs out of juice the party made up of players of this type will effectively commit suicide. I have seen it happen before.
Utter metagaming! Bad roleplaying!
Just imagine in Star Wars:tESB when Luke was injured by the Hoth Wampa. I can just see Han Solo played by your gaming group "F**k him - I'm not going out there its bloody freezing!"

Lily Inverse said:2) Paranoia can creep into the game.
Making for interesting roleplaying perhaps...?
Lily Inverse said:If you weren't planning on this effect, the most successful character becomes the one who can trick his own friends into soaking up more of the hits than he has to take himself.
The most successful character is the best roleplayer.
If that player/character happens to be a 'bad seed' then thats their problem.
Firstly their PCs actions will have repurcussions within the campaign world. Secondly prolonged selfish play may alienate them from your roleplaying group.
I don't see how either point is relative to the mechanics of the system, hit points or otherwise!?
Lily Inverse said:This might seem like a perfectly legitimate way to play, but in the long run it leads to hard feelings and the possible collapse of a group.
I remember we had a character in our group like this, his machinations made everyone into better roleplayers though.
Lily Inverse said:3) One stupid mistake on the part of one person can end an entire campaign as it brings utter disaster down on the entire party. If the party is surrounded by fifty armed and ready crossbowmen, and one member of the group decides to reach for his weapons instead of the sky, the party is dead. End of discussion.
You are so clutching at straws here!

Firstly you presuppose the party has let itself be surrounded in a life or death situation, secondly you are painting a very bad picture of the DM.
Since we are using Star Wars analogies...
Remember in Star Wars:RotJ when the heroes are surrounded by the Ewoks and Han Solo goes for his blaster only to be dissuaded by Luke Skywalker.
Again a player in your group is Han Solo: "BLAST EM!".
Good DMs response: "Are you sure thats what you want to do?" *explains situation*
Bad DMs response: "Roll-em!"
Lily Inverse said:Hit point systems don't elimiinate this threat, but they do make it possible that SOME characters will survive if they play it smart.
How are they 'playing it smart' by attacking when hopelessly outnumbered!? LOL!

Hit points has absolutely no bearing on 'playing it smart' thats roleplaying!
What you are suggesting is that being able to easily squash 50 enemies is somehow smarter!? Thats power gaming, not smart roleplaying!
Lily Inverse said:These are just the points coming to the top of my head right now, as I sit here getting ready for a nap.
Sweet dreams mate!

Lily Inverse said:I'm sure there are plenty of others, but I think I've made my point.
You have made a number of points; all of which I have proved ineffectual.
Lily Inverse said:Realism is very much a double-edged sword, not something to be thrown in lightly as I've seen it called for so many times.
Surely realism (in and of itself) is a 'one-edged sword!?'
Lily Inverse said:It's just not something to throw in on a whim,
Here we are in agreement! It could be something of a rude awakening for jaded players - but a rewarding one in the long run I believe!
Lily Inverse said:it really takes a lot of careful thought to get the balance right.
As with any system.