The use of "Hit Points" in D&D was ported over from table-top war games anyway. "Hit Points" simply measured how many wounding hits a model or unit could sustain in a battle. Standard Infantry had 1 Hit Point. It didn't scale into the 10s or 100s. One "hit" in a melee engagement between two units of perhaps dozens of men killed 1 regular solider - assuming you weren't using one of the more detailed systems that used something more akin to Warhammer's system of Roll to Hit, Roll to Wound, Roll Armor / Cover / Magic Save. The further you get towards the massive side, the less likely you are to assign ANY Hit Points to an individual model, rather you simply pool them into the unit. The further you get towards the skirmish or warband-level or personal combat scales the more granular your mechanics for damaging and killing individuals becomes.
Simply making contact with a weapon is not enough to do the kind of damage that was handled in the mass battle scale. You need to overcome the protection of armor to do full damage. The Dex 14 Wizard with no armor is no less likely to be physically struck than the Dex 14 Cleric in mail armor. The difference is when the Wizard gets struck by a sword across the chest with that with an attack roll of 12 he's got nothing between him and the steel edge but some cloth. The Cleric has butted chain links over boiled leather and a padded surcoat. The attack roll of 12 strikes the cleric's armor, and a sword isn't cutting through that. He probably takes some blunt force trauma. Some mechanics simulate that potential secondary injury. Some mechanics don't.
Hit points in D&D have always and will always be an abstraction, pure and simple. They were an abstraction / summary mechanic in the games Hit Points were cribbed from originally. They were an abstraction in OD&D. They've been an abstraction for 30 years. People cope with it.
- Marty Lund
Simply making contact with a weapon is not enough to do the kind of damage that was handled in the mass battle scale. You need to overcome the protection of armor to do full damage. The Dex 14 Wizard with no armor is no less likely to be physically struck than the Dex 14 Cleric in mail armor. The difference is when the Wizard gets struck by a sword across the chest with that with an attack roll of 12 he's got nothing between him and the steel edge but some cloth. The Cleric has butted chain links over boiled leather and a padded surcoat. The attack roll of 12 strikes the cleric's armor, and a sword isn't cutting through that. He probably takes some blunt force trauma. Some mechanics simulate that potential secondary injury. Some mechanics don't.
Hit points in D&D have always and will always be an abstraction, pure and simple. They were an abstraction / summary mechanic in the games Hit Points were cribbed from originally. They were an abstraction in OD&D. They've been an abstraction for 30 years. People cope with it.
- Marty Lund