KM, what in the world is happening in the below scenario that makes any sense?
Jack the Fighter has 31 max HP. He regularly jumps down 30 foot ledges and survives (3d10). Uh oh! Illusionist hits him with a phantasm of a big scary monster/his loved one dying/pitch black darkness (whatever fear he has). He takes 15 (Fear? Morale? Shame for losing his cool when he's a big tough guy?) damage. What in the world is happening, physically, in the fiction that would now convince him that the (reproducable) phenomena of him leaping from this 30 foot ledge has moved from trivial to mortal? Obviously the player is aware of this. How in the world are the character and the player in the same mindset?
There's a lot of great points above, but where the rubber meets the road for me here is this:
Running out of HP kills you. So if something deals HP damage, it's possibly deadly. So if that illusion deals 15 damage, it would have given some lesser mortal a fatal heart attack. Jack's no wimp -- he had a heart attack, but he's still pushing on. Still, he can't deny that spell had an effect on him...he's a little more winded, a little more cautious, a little less able to exert himself. He'll power through (he's a big dang hero, so we don't need a death spiral mechanic or anything), but maybe if he jumps from the roof of the inn tonight, before he gets some rest, his reaction time will be slower, his muscles will be more tense, his mind more prone to making a mistake...and there's a good chance he won't land right, this time. If that illusion hadn't have stopped his heart for a moment earlier, he probably could take that fall. It'd hurt, but yeah, he could take it.
Manbearcat said:
For certain genres I would be inclined to agree with you! But only if we could double down and remove falling's interaction with the HP system. And how about stabbing and crushing too! And maybe burning for good measure! I think the "feels" thesis might then consistently stand up to critique!
I don't think all that is really necessary. HP is your resistance to things that might kill you. A gal who slays dragons and takes their stuff probably has a rough idea about what it would take to kill her. So does the person at the table pretending to be her.
Ratskinner said:
...kinda weird that HP allows either full effectiveness or KO, but not "I sprained by ankle", then, innit?
A sprained ankle doesn't need to slow down a big fantasy hero who can push their limits and give it their all 'till the moment they drop dead, though. Lost HP, in a sense, *is* the sprained ankle. It's how you know that the goblin's blade is going to bite deeper than it otherwise would.
Stalker0 said:
The first is that feel in this case is not "realistic", in fact we do not want a realistic feel from the character. We don't want the character to be terrified for their life in every fight, we want the fighter to bravely jump into danger again and again. That is the feel that Dnd invokes in general, and HP provide that advantage.
So far so good! The player and the character are thinking the same way, because they are both brave and bold and ready to step into danger, but if they've had some trouble already, maybe they are a little more cautious.
Stalker0 said:
The second note is the problem with HP "regularity". People can except the regularity of HP in combat as a fighter's skill. He always survives because he is "just that good". That feel is acceptable to most. The problem occurs in situations where we know skill doesn't really play in....such as surviving a 1000 foot fall. A person can learn to fall, but being able to fall that distance everytime is a stretch to the "feel". Some people have more issue with it than others...but it is a common enough source of concern for people that I wouldn't mind seeing a new rule put in place.
Personally, this still seems fine to me. Falling damage doesn't break my verisimilimeter -- someone who is "just that good" can also be "just that good" at surviving a faceplant from 50 feet.
But I think this is more a case for HP damage not being the right way to get the "feel" of falling. Similar to what [MENTION=69074]Cyberen[/MENTION] is saying. If the feel you want is that both the player and the character are afraid of dying from a significant fall, you might want something more like
lava rules rather than traditional dice of damage ("you fall more than 40 feet, you die"). Rolling damage is a great feel for something potentially deadly. For something DEFINITELY deadly, rolling damage is inappropriate.
I'm cool with falling being something that is only potentially deadly. I get that reasonable people might not be cool with that. Rolling damage probably isn't the best way to represent a fall if you're in that camp.