Yes, you're right. Your death spiral arguement is a fine example of excluded middle fallacy. Declaring that in any system that imposes a condition track that it "becomes impossible to avoid a rapidly increasing pile-on of damage by further attacks" is fallacious. Their are many RPG systems that use similar mechanics for damage. In fact, it's quite likely more common than the all-or-nothing fine-or-dead hit point system.HeavenShallBurn said:In practice it tends to be exactly that. Once the penalties start piling up it becomes impossible to avoid a rapidly increasing pile-on of damage by further attacks. As increasing damage adds on more penalties you take damage even faster and rapidly lose combat effectiveness finding it too difficult to successfully attack the enemy or avoid their attacks. Until you run out of health and the character is dead.
Excluded middle fallacy.
Somewhere during the point where a character takes the penalties, something needs to happen to mitigate it (just as a character will surely die if he never does anything to mitigate hit point loss). Expend a resource such as a spell, a class feature, a magic item, or--as in SWSE--a few swift actions. If you don't mitigate it, then you have to bear it. This is third time I've pointed that out in thread.
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