Let's Talk About Health, Damage, Wounds, Death and Related Mechanics

You can disagree all you want, but that's what they expect, and that's what the game lead them to expect by its examples. When you list a bunch of fictional protagonists as your sources, that's what people are going to expect the kind of characters they're going to play to come out like. And no, noting they're first level doesn't change that (two of the classec examples were probably "first level" in at least one of their stories, and they still didn't die to a random arrow).
For one thing, I'm not sure why you decided to speak for the community, and not just yourself. IMO, you can't speak for other people.

For another thing, the kind of fictional examples D&D has used has been done for the game's entire history. I'm particular talking about the first half of that history when the mechanics didn't particularly support the kind of character-focused narrative you claim most folks want and expect now. If people had a problem with this supposed mismatch of expectations back in the day, how did the early game have enough success to lead to this new mechanical paradigm? If this was a real problem, wouldn't the game have faltered early on?
 

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Note how he isn't the one in the red shirt, though? Ironic for a character with a ton of plot armor to say that...
He was IMO talking about the setting and the risk inherent in galactic exploration, not his personal situation. The setting is always my focus first.
 



I did rather like the system in Smallville (now seen in Cortex Prime and also similar to that in Masks etc) where you get Stress (Afraid, Angry, Injured, Insecure etc) as dice (e.g. d6 Afraid). You could then add them as dice to your rolls if appropriate (e.g. being Angry helps with being aggressive and violent) but so could your opponents (playing on your Insecurity).

If your Stress goes up above d12, you’re no longer able to act in the scene - maybe you storm off in a rage or are paralysed by fear. You need to talk to another PC to reduce your Stress.

It really affects the flavour of the game and how everyone acts, and is just fantastic for a dramatic game. It models the medium brilliantly.
 

My table has been playing D&D for decades, so "HP = okay if >0" is deeply ingrained.
In 5e, I wanted to overhaul everything, but a couple sessions in 95% of it was thrown out.

What we were left with (very summarized) was this:
  • Don't say HP numbers at the table. Use Condition Steps. (The DM will do this for foes, too, and skill use can disguise this.)
  • 76%-100% HP = "Unharmed".
  • 51%-75% HP = "Bruised". No penalties, but wear and tear are visible.
  • 26%-50% HP = "Bloodied". -1 to all attacks and checks.
  • 11%-25% HP = "Battered". -2 to all attacks and checks.
  • 10% or less = "Crippled". -3 to all attacks and checks, and -5' movement; spell DCs down 1.

No Death Spiral, because your defenses are never impacted. But your offense and mobility are impacted, in a general way that doesn't require tracking.

Myself, I prefer a system more like the CRPGs Pillars of Eternity. Armor blocks damage, but slows you down. Balancing offense and defense is a choice - maybe you don't put on the full plate to wander in the woods hunting? Maybe you throw on everything you've got for the Castle Wall Defense. But... managing all the fiddly numbers (or the Rolemaster charts, aka. "Chartmaster") is a job best suited for a computer, not time spent at the table. I also like Shadowrun, where the difference between a 12M4 bullet and a 7S2 bullet (and the 8M4 knife that got rerolls) was meaningful and your armor choice mattered based on what kind of attack was incoming.

I think Daggerheart's system is a combo/compromise between Shadowrun and D&D, and probably feels best without too much detail at the table.
 

I did rather like the system in Smallville (now seen in Cortex Prime and also similar to that in Masks etc) where you get Stress (Afraid, Angry, Injured, Insecure etc) as dice (e.g. d6 Afraid). You could then add them as dice to your rolls if appropriate (e.g. being Angry helps with being aggressive and violent) but so could your opponents (playing on your Insecurity).

If your Stress goes up above d12, you’re no longer able to act in the scene - maybe you storm off in a rage or are paralysed by fear. You need to talk to another PC to reduce your Stress.

It really affects the flavour of the game and how everyone acts, and is just fantastic for a dramatic game. It models the medium brilliantly.
Are they "powered" by some sort of metacurrency? Or does the GM just decide when it is impactful, good or bad?
 


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