Thank you for responses, guys!
I think Hit Points is just misnomer we got used to it. Such as Armor Class, etc. And as every abstraction these things have their problems, but on the other hand, they bring storyletting opportunities. I don't want 5e to become simulationistic game but I think sometimes DoaM makes really sense.
If you caused damage on a miss then you didn't miss, did you?
That's why I think it's misnomer. HP are fatigue from dodging and blocking too, so
that damage means
loss of fatigue even when the attacker missed, because you had to take some action to make him miss, like dodging (Dex is a part of AC), and when the enemy is really skilled in combat it's not that easy to dodge his attacks.
I believe the key to success for automatic damage (damage on a miss) is the frequency of use in any game. If a character has an ability that does automatic damage all the time without very specific circumstances (coupe de grace) then is teeters on the edge of believability. With that stated, if care is taken to limit it to area effects or very high skill/level in any specific attack or spell, then it fits well with an exception based game like D&D.
Dex save somewhat represents DoaM for spells. Sometimes you can understand that
as DoaM.
Hit points can still be abstract, but they always represent some amount of injury.
But not physical injury all the time, it's even stated in the rules themselves!
Hit points represent a combination of physical and mental durability, the will to live, and luck.
You can have half of your total HP away and still don't have any scratch on your skin.
Yeah, hitpoints inherently bother me, just like many other aspects of the game bother me, but it helps if you think of them as more abstract. Otherwise, you're stabbing the level 15 Halfling with a dagger nine hundred and twelve times, because he has so much HP. And that's just silly.
Don't worry. HP are definitely not just a
meat points. HP are abstract concept so you can interpret what happened the way you want. This is heroic fantasy, thanks to HP heroes can do things that would kill in real world instantly, whoch takes away some strategy but that's another problem. This game is about heroes who can take sword, kill a dragon with it and survive!
Hiya.
My 2¢ here...
I think if someone was to use a DoaM thing in D&D, the damage should have NOTHING to do with the actual weapon/attack and only involve the level/HD of the person attacking. If we are to take the assumed HP = "more than just meat", then the more powerful people (re: higher level with more HP's) should be able to last longer in a fight. But at the same time, we can't really use weapon damage (or claw, bite, spell, etc) as the base because it generally doesn't 'keep up' with HP's...and we did assume HP = "more than just meat".
Anyway, what I'd do is give a small die type, scaling up as a creature increases in level/HD, as a per-round "damageing aura". So a mid-level Fighter or an Ogre might have a d6, whilst a massive stone giant may have 2d8. If someone is in combat with such a being, and within its attack range ("reach"), if it doesn't score an actual "hit", then it does it's "aura damage"; so, if you are in combat with a stone giant, you will be taking 2d8 every round, regardless...but at the same time, the stone giant is taking that d6 damage from the mid-level fighter as well. It would make combats a lot shorter, that's for sure!
Personally...I'm fine with the abstract "it's a game, so just go with it" side of D&D combat. It's fast, furious and open to infinite interpretation...something no rule set could ever hope to codify.
^_^
Paul L. Ming
Interesting idea. But I would deal DoaM just when creature attacks PC and misses. Adrenaline and such have quite opposite effect than Damage aura would have.
DoaM should definitely not be weapon damage but level/HD damage that represents the skill of enemy.
Hmmm...I see HPs as an abstract reflection of stamina, damage, morale/fighting spirit. It's a combination of near hits, hits and just wear and tear physically and mentally. It's the only way to explain things like the Bard's Song of Rest lifting spirits to "heal", the feat that provides inspiration and temp HPs and temp HPs themselves. That's why I liked the bloody mechanic of 4e which signifies that you are now taking significant mortal damage. This is how I explain hit points to new players who want to understand how realistic is taking that much "damage".
With this, I'm ok with the concept of damage on a miss. I'd say its nearly missing potentially fatal attacks with brutal weapons mentally sapping away at the players/enemies fighting spirit which will cause them to second guess themselves and make poorer decisions in combat which can ultimately lead to death at 0 HPs.
Yea, I'm with you on this. Maybe I would give DoaM just to some stronger enemies to reflect their skill in combat.
I thought this subject was dead. Holy resurrection thread Batman.
It will never be dead because HP are such a abstract concept. Sorry if my concern about this topic bothers you.