That is not an apples to apples comparison. We don't live in the ocean.
Well, you started with the assumption, I was just showing how IRL big creatures have never really been a stopping point for humans. If anything, it is the microscopic ones we need to worry about in general.
In a game of dragons
and magic, magic can be more than enough to overcome them; even vast armies without magic might be enough... it just depends on the RPG after all.
Possibly, but from what I can see, most tables do not put any teeth behind that in terms of BHP/wounds/ or whatever you want to call them. A hit isn't any different from a Hit in most D&D games (except death saves I guess) I have seen. It most definitely feels different in our games.
The amount of teeth varies from system to system. I've seen games were a critical hit = a level of exhaustion as well as hp damage. Going to 0 is a level of exhaustion is also a common house-rule. Using the lingering injuries table (suggested RAW) on a critical hit and when going to 0 also creates some interesting complications. The biggest issue with that in 5E is magic cures all.
Other games and house-ruled D&D imposes penalties of other sorts. But most tables don't want death spirals (despite or maybe because of being realistic...).
I should add that HP and BHP recover/heal differently as well.
Sure, just like HP, Wounds, Exhaustion can all heal differently. With your description of hp and bhp, I assumed nothing less.
OK, we did something like that back in our 1e days. But ultimately it just wasn't fun to always miss or have your damage reduced to 0 because of armor. Eventually, a bit of abstraction produced a much more enjoyable game experience for us. Love to hear how it goes for you, everyone is different after all!
Well, if I find a system that does it or come up with a way to mod 5E, I will certainly share my experiences with it.
FWIW, a LONG time ago, my friend, Joe, and I (along with playtesters) created an RPG called "The New Game" (working title LOL) and eventually was dubbed
Mortality because the name fit. Long story short, a heavy crossbow in our game did +20 damage (meaning roll %d and add 20) on a hit.
EVERY creature in the game has 100 health, of course natural and artificial armor, size, "soak", etc. would reduce damage.
I will never forget, even after we emphasized the lethality of the game, my friend who joined us for a session. He got in a fight with some castle guards and ran, so one shot him with the heavy cross bow. I rolled 93 damage, which became a 113 and even with his leather armor and Stamina (soak) bonus, killed him instantly.
Now, this was basically a "1st-level" newbie type PC, so not much more than a commoner really, so the result was hardly surprising. Even in 5E you could have a 1st-level Rogue with 10 hp get critted by a heavy crossbow and die. But by 2nd level, not going to happen really. You might go to 0, but the hit won't kill you instantly in all likelihood. In Mortality, if you weren't well protected or very tough (high Stamina) it could happen at any time.
I know most RPGs have plot armor in some form, for D&D it is hit points.