Neonchameleon
Legend
I don't, which was my point. I know that Gygax's writings describe hit points that way. Gygax made a mistake. One which has hindered the progress of the game for the duration of its existence.
OK.
To recap. You were arguing that if you wanted a system to represent luck and magical protection you should put one in. Now you are arguing that the system that does explicitely and unequivocally represent luck and magical protection and makes a terrible representation of damage should be changed to one that represents damage.
There are ways to represent physical damage in an RPG. Hit points aren't one of them because they have no serious consequence. Until then they fit much better with the system Gygax wrote them as than what you want to change them to.
Why leaving hit points (in the mishmash of toughness and luck and skill conception) behind is such a big deal when so many other things have been changed I don't understand.
Because hit points as is make no sense as physical damage. There's no penalty for taking damage other than that you can take less damage in the future. Someone on 1hp is every bit as capable as someone on full hp.
If you think D&D should be changed to have a wound/vitality system, and active penalties for blood loss, be my guest. Especially if you then add in instant death from a critical hit to the heart. But until that happens, hit points are a plot protection system not a wound and vitality system.
It regresses to an earlier stage of development in this and other ways by developing an idea that really doesn't warrant development.
D&D never left. It never changed mechanically what hit points do. And newer isn't always better.
[MENTION=42582]pemerton[/MENTION] likes RolemasterIt would be like bringing back and further developing the weapon vs armor charts,

Balanced mechanical effectiveness at what?
Adventuring. Or whatever the game is about.
They probably approach balance (which is generally on the GM side of things) in ways that are not my preferred approach.
It has roles if you use the literal common-language definition of the word. All classes are roles in that sense, and they can be categorized somewhat as well in the way that 2e did. But 4e roles, which are specifically based on a reductionistic view of combat actions, are not there. 2e wizards were mages, not controllers, and those terms are not synonymous.
No they aren't. Because controller contains much more than just wizards and not all spellcasters are controllers. Spellcasters who approach the world a specific way are controllers.
As you point out, the mage category could include all wizard specialties, some of which are not focused on direct combat, and others of which can focus on virtually any type of combat action.
Being hyperflexible with preparation was the role. It's slightly different from the 4e role, but was there. And as I mentioned, the monk was designed to step into the thief role almost perfectly in 1e.
Similarly, 2e rogues were not strikers (though some could be), priests were not leaders, and fighters were not defenders. Those are the roles that 4e postulates.
*sigh*
2e rogues were not strikers. 2e rogues were incompetent. 3e rogues were strikers. Not all 4e priests are leaders - or even clerics. This is part of what power sources are about - if you are a priest and a leader you are probably a cleric.
Priests and clerics are not synonymous. Clerics are a specific type of priest who have been given a specific type of divine power for a specific purpose. Paladins are another type of priest.
Versions of D&D prior to 4e also had warlords, leaders, powers, minions, and rituals, by the common language definition of those words, but 4e created new concepts and assigned those words to them, thus when used in an appropriate technical context, they all refer to things that exist only in 4e.
Translation: 4e has technical vocabulary. So does every other game.
I know no one anywhere who has ever played 4e or would consider it a viable rpg, let alone a balanced one.
This, to me, is absolutely telling. You therefore have never played 4e, have never even tried to play 4e or understand how it works, and still feel you can pontificate on a game you do not understand the appeal or mechanisms of and have neither played nor knowingly met anyone who has.
You also live in an insular enough roleplaying community that you do not know anyone who has tried to play one of the world's most popular roleplaying games. And either none of you have the native curiosity to even try to figure out why other people prefer different things to you, or the people that do don't want you around when they do.
Perhaps it may be that neither of us knows a statistically meaningful portion of the rpg community.
Oh, possibly. But I know, have played with, and in many cases count as friends people who have been playing D&D since the 1970s, and people who have been playing D&D since 2012, roleplayers who wouldn't touch D&D with a 10 foot bargepole, and roleplayers who play only D&D. People whose favourite system is GURPS, people whose favourite system is FATE, people whose favourite system is Feng Shui, and people whose favourite system is Fiasco. If I look round the extended network, I don't think there's any game someone won't have tried their hand at this side of FATAL (and I wouldn't trust at least two of them not to have had a go on a bet).
This might not be a representative sample of gamers - but it means that I've a pretty good idea of the variety out there. And that's one good reason to reject the interpretation of hit points as damage - which you say was a step forward. Hits as damage was being done far better by GURPS in the mid 1980s (which also had such advances as a unified core mechanic - while the 3e class system is very reminiscent of WFRP 1e, again from the mid 80s).