kermit4karate
A strong opinion is still only an opinion.
I agree that's a cool thing at low levels.
However, there is a big 'but' here, because once you get to mid levels (or even earlier in modern editions of the game) you have so many hit points that you pretty much know you are insulated against these worries. The anxiety, the feeling that any mistake could be fatal, the effects that has on gameplay decisions... all go away. Instead play is like 'I have enough hit points to just leap off the top of this building and not really notice', 'Ah well an ambush, it's OK I can take a few hits'.
Other games that don't rely on a hit point mechanic, or at least not an inflating one, do not tend to feature this drop-off in vulnerability and suspense.
This is also why I think old school level drain is a cool mechanic, because when it occasionally shows up, generally in mid levels, you get to feel that anxiety again.
Here's that house rule I was referring to:
The thing about this discussion and HP in D&D is... It's a nothingburger to fix.
HP remains a historically effective, balanced mechanic. It's not as though more complex calculations and tables to apply the concept of damage differently don't introduce more complexity, and complexity is the killer of pace. It destroys immersion. It destroys flow.
So even though I add a house rule to rolls for damage (the aforementioned max die rolled = roll die again + add to total), that's as far as I'll go.
HP is a fantastic mechanism, IMO. Incredibly simple and fast to roleplay. The most significant issue with it, IMO, is when it eliminates player fear and uncertainty -- the threat of death -- because there is no drama without tension.
So it becomes mathematically possible (although still statistically highly unlikely), that a hit from a 1d4 dagger could conceivably do 200 HP damage. HIGHLY unlikely, but still possible, which is enough to influence gameplay, in my experience.
It is relatively common to see someone roll a 4 on their d4 dagger damage roll, then a 4 again, then a 3, say, for a combined 11 HP damage plus their regular modifiers. That makes the dagger appear to be something more than totally insignificant.
I've used this house rule for many years and love it. Your mileage may vary, of course.
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