jeffh said:Heck, there are multiple times hockey players have done that for themselves.
Here are some comments I posted here about four years ago, which are applicable to the current debate.
Hit points don't represent skill, luck etc so much as scale with these things.
Every hit deals at least some real damage (evidence: if a high-level fighter takes 100 seperate 1 hp bites from poisonous snakes, he has to make 100 seperate Fortitude saves, not some smaller number).
However, at higher levels you get better at avoiding damage; a 10 hp hit represents less damage when it happens to a character with 150 hp than it does to a character with 15 hp.
This doesn't mean the first character is physically tougher. (Actually, he probably is, but not by nearly enough to explain having ten times as many hit points).
It also doesn't mean that there are seperate hit points for luck, skill, divine favor, physical damage, willpower and so on. That "flavoured hit point" model leads to silly results as soon as you look at it for too long, the fact that the first-edition DMG seems to endorse it notwithstanding. Luck, for example, does not ablate as it is used, on most understandings of what luck is.
It means the 150 hp character, by whatever means, manages to mitigate some of the damage the 15 hp character would have taken. The correct model is not {hit points} = {physical damage} + {luck, skill etc}, it is more like {hit points} = {physical damage} x {luck, skill etc} - combat skill and so on act as a scaling factor, which in practice is approximately equal to experience level.
I believe that this model has two advantages over every alternative model I have seen: it is (at least tied for) the most consistent with the rules as written, and it is the least weird in terms of what hit points correspond to from an in-character standpoint. The only thing in the game this fails to model is healing spells, which need serious work to make game-world sense no matter what model of hit points you use.
Regardless, I am of the opinion that as long as you have one or more hit points remaining, you aren't too seriously injured; it's only once you hit zero or negatives that you can be considered badly hurt.
(As posted by Jeff Heikkinen to the ENWorld message boards 10/5/2003, with minor clarifications added since.)
(And here's Bradd W Szonye, more recently and on a different list)
Gamers frequently complain that D&D lets heroes soak up ridiculous
amounts of damage, even though the rulebooks say otherwise. Hit points
do represent the ability to survive attacks, but that doesn't
(necessarily) mean that characters take it on the chin and then soak the
damage! For most heroes, it means that they deflect the blows or roll
with the punch, or the bullet hits the cigarette case in his pocket, or
"two inches to the right and I would've been dead." Attacks do /not/
cause serious harm unless they take the character to 0 hp or below.
Anything less than that gets parried, dodged, lucked out, divine
favored, fated away, or anything else appropriate to the character.
(Maybe even soaked up, if you're playing that kind of hero.) There's no
single rationale for this; the rules say to use anything that makes
sense for your character.
....
It's no different from creating a character for an action movie. You can
come up with rationales for his amazing feats, you can just shrug and
accept it, or you can whine about how it's not really logical. I know
which kind of person I /don't/ like to sit next to in a movie theater.
The idea of hit points as skill should be fine.....but it needs to be tied to a mechanic where, in instances where skill can't contribute....like where you're not aware of a threat or something, hp don't matter.
Like, let's look at the Red Wedding in GRR Martin's books.....or something similar. Your lvl 15 fighter with 120 hp is sitting at dinner with his lord. He's not in his armour, as it's considered uncouth to be wearing armour, and carrying weapons at court. An assassin dressed as a page is distributing food. The PC is in the middle of talking to someone across the table, and the page is putting some buns down on the table in front of him, then suddenly lunges with the dagger he had under his silver platter, and cuts the PC's throat.
Well, he's a lvl 1 expert or commoner or something. Against a flat footed opponent, who is not wearing armour, he's actually got a decent chance of hitting. 50%? 55%? What damage will he do? 1d4, which is definitely not a threat to that fighter....even though the fighter wasn't in a combat situation, didn't realize there was danger, was unarmed, had no magic, etc.
If they allowed us to apply the Coup de Grace rules to situations where characters were not defending themselves, then that would at least help somewhat. But Coup de Grace only applies if the character is helpless. Not just undefended.
I've always thought of a variant rule saying something like....if you're sleeping, or unable or unwilling to defend yourself, your HP score is actually just your CON. Go to 0, and you're down. Something like that.
It wouldn't count in a situation like in a dungeon, when the PC is armed and armoured, walking around, expecting danger. Even if he's sneak attacked by a rogue, he knows that he's in a dangerous situation, so his HP count. But when he's sitting at dinner, with a bun in one hand, and a flagon of wine in the other? He really shouldn't be able to get hit a whole bunch of times and just laugh about it.
Banshee