Neonchameleon
Legend
I gave an example, with the massive bruising and cracked ribs, identical to what a level 1 character would have taken from max damage on a battleaxe (11 damage against 10 hit points).
Some massive bruising and cracked ribs is identical to a very effective hit from a battleaxe? Those things have edges for a reason. And humans have skulls and necks. And ribs that aren't as hard as iron. Besides, cracked ribs aren't negative hp - they aren't a knockout.
But abstraction does most certainly not equate to unknowable. Abstraction means that what we see is directly related to what's going on within the game, but we lose some of the information in the translation.
Indeed. But where everyone who complains about disassociated mechanics goes wrong is thinking that the mapping should be bijective. That because the world maps to the rules then the rules by the same token map to the game world. Hit points, as explained by Gygax (a point you haven't engaged with) take into account a number of different factors including skill, luck, divine protection, and fatigue. There is nothing at all wrong in mapping half a dozen complex variables into one single factor, as D&D and most other RPGs do. But where your entire approach is falling down is then trying to claim that this one outcome can be mapped back directly into the effects on the gameworld - and this mapping will be consistent.
When our fighter gets hit really hard, we may only know in the abstract that it's ~110% of how much she can take and remain conscious, but the character can be perfectly aware of the true extent of that injury (cracked ribs, etc). Usually, the DM is at liberty to fill in some of the details that were lost due to abstraction.
This is true.
Yes. Among the editions, 4E was unique in that it didn't attempt to model any sort of objective reality.
Because luck, skill, morale, and divine protection are all objective factors. The unique part was that 3.X did try to claim that everything was objective most of the time.