Celebrim
Legend
The problem with all forms of D&D is that they are limited to 3 functional states (or less): fully functional, unconscious, or dead.
This is only partially true, and its not always a drawback. D&D tends to avoid combat death spirals where if you start to lose, then things just go worse for you. It also means less condition tracking. However, I agree that it can be a problem.
However, the problem has been addressed somewhat by the rules. Technically, RAW 3.0 has a condition track. It looks like this:
Healthy -> Staggered -> Dying and Unconscious -> Dead
Additionally, D&D 3.0 can inflict all sorts of conditions on a character with their own removal conditions. For example: ability damage, negative energy levels, cursed, stunned, dazzled, confused, poisoned, diseased, dazed, nauseated, etc. etc. It's also pretty good in every edition about allowing to to ad hoc invent a condition with its own removal conditions. Want a 'one legged' or 'one eyed' condition? Just make one; these conditions might not be the normal results of combat but the game rules certainly imply the possibility of them occuring because they contain spells for removing such conditions. You don't want magical healing to work on a target? Bestow Curse or something similar works just fine for achieving that effect - you don't need to evoke an illogical divine intervention. You can always invent a higher level version of the spell as well. That's pretty much encouraged by every edition of the game as well (if you count 4e rituals as spells). By cleverly combining statuses, you can probably thwart a low level parties ability to heal a character indefinately, while simultanesouly having the character's condition detriorate at whatever speed you like.
My only problem with the RAW 3.X condition track is that its not aggressive enough in its implementation. I liked the idea of 'staggered' as a good medium ground between healthy and dying; it captures the ideal of 'I'm hurting' without imposing penalties that make self-defence impossible. I didn't like how rare it was and how marginal it was. My current game works something like the following. Without going into why, a typical 1st level human fighter PC has about 20 hit points. His condition track looks something like the following:
3 to 19 h.p = Lightly wounded but otherwise healthy (at least for a hero)
1 to 2 h.p. = Staggered. This threshold scales with h.p. If you had 100 hit points, then at 10 or less you'd be staggered.
0 h.p. = Staggered plus must make DC 15 save to remain conscious. Success means you remain conscious unless injured again (which provokes another save)
-1 to -9 h.p. = Staggered plus must make DC 15 save to remain conscious. Also, bleeding until stabilized, taking 1 additional damage per round (which provokes another saving throw).
-10 h.p. = Dead
Now, it takes about 30 points of damage to kill a 1st level PC fighter. He's probably not going to die slipping off of a ladder. But equally interestingly, he only takes about 18 points of damage before he falls down the wound track. That is to say, when reduced to 40% of his starting life, he starts to act wounded (in this case slowly staggering about). I've had several scenes this game where the PC was 'bleeding out' (as my players call it) and circumstances required that they remain conscious for several rounds in order to survive, and many situations where characters were hoping to self-stablize or characters were scrambling to apply a tourniquet to a wound. I've also had situations where multiple characters were staggering out of the 'dungeon' with negative hit points. And I've had several bad guys bleeding out, who hurl a few dying invectives at the party.
No need for fiat or for forcing a predetermined outcome. Interesting things have just happened 'naturally' and in some cases far more interesting things than I would have invented on my own.
I do not tie game conditions directly to the literal real world meaning.
I don't tie my game conditions strictly to realism. A realistic wound track leads to less gamable situations. But I do try to make them have some versimlitude.
Maybe it's just an sense of what Cure Light Wounds/Healing Word can accomplish, but it fits my common sense to come across a townsfolk with his guts hanging out onto the floor, dying but still barely speaking. I don't picture CLW/HW doing anything to fix this guy.
I don't necessarily either. I have an actual inflictable condition 'Gaping Chest Wound' that prevents healing with either a Cure Light or Cure Minor, but technically, you could be conscious and dying for days after getting one if you were really lucky with your stablization checks and consciousness saving throws. (Or you could have the 'Hard to Kill' trait, which would mean you'd need a lot less luck.)
Nor for that matter does the RAW require that the guys wounds be healable by a CLW. CLW does not heal a missing arm, or in this case a missing liver/intestine/kidney. That requires Regenerate, which the PC's probably don't have ready. So impose a 'Shredded Intestines' or 'Missing Liver' condition on the target ('until this condition is removed the character hemorages and cannot be stablized'), make it suitably hard to deal with ('DC 30 heal check or DC 20 heal check + cure critical wounds or Regenerate'), and now we no longer have a big disagreement either between me, or you, or the RAW. The RAW does not explicitly provide for missing intestines, but its doesn't explicitly forbid them either; what is not forbidden is permitted.
It's not necessarily with the scene set up that I have a problem. It's with the cut scene like nature of the scene and the heavy reliance on defensive DM fiat suggested by some posters (not necessarily you, I'd have have to back and read who said what) to ensure that the scene played out in the intended manner no matter what the PC's did. I have a problem with 'the rules are suspended until the DM achieves the result he wants'. When I suspend the rules, it's not to achieve a result I 'want', but because the strict reading of the rule isn't fair to the character in this situation. If I had foreseen the need to suspend the rules because of some edge case, I probably would have patched the rules ahead of time.
Likewise, I think the attitude exhibited by some that PC's expending considerable resources to thwart the DM's plan that the NPC die is the PC's playing badly and acting like jerks is not a very productive attitude for a DM to have. I'm sure some groups are happy with it, but in general its not very artful DMing IMO.