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<blockquote data-quote="Axel" data-source="post: 6700954" data-attributes="member: 93196"><p>@perinmiller I love a good debate on this sort of thing! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p><p></p><p>I understand that 1 HP = as alive and kicking as 100 HP. Hit points have to be an abstraction though, as otherwise we would get bogged down in ridiculous details.</p><p></p><p>A fireball should leave lingering burns. Being continually dropped to <10% of your maximum HP should result in the loss of digits or a limb after awhile. But this all gets glossed over for heroic gameplay, and I'm glad for it. I play "real life" every day and it's not all that awesome to fight the mortgage monster day in and day out...</p><p></p><p>For the sake of argument, assume I (or you) has been trained with weapons every hour that you have actually spent in a classroom. If I (or you) tried to knock someone out in a real fight, there's a chance misfortune could kill them instead. The critical bits for a KO, like the head, are also critical bits for life. They will be well defended. </p><p></p><p>Your (my) opponent could duck into a strike that was only meant to batter them, and get a knick across the throat. In any case, having (embarrassingly) been in several actual punch ups, people are bruised and really sore afterwards. A great sword to the side of the head could cut my ear off as well as leave permanent brain damage. </p><p></p><p>To simply translate damage from lethal weapons swung in anger to "non-lethal" damage is simplistic. But so are HP, and we accept that for the sake of heroic action. </p><p></p><p>5e is about streamlined combat. So, maybe resistance to non-lethal damage is appropriate? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p></blockquote><p></p>
[QUOTE="Axel, post: 6700954, member: 93196"] @perinmiller I love a good debate on this sort of thing! :-) I understand that 1 HP = as alive and kicking as 100 HP. Hit points have to be an abstraction though, as otherwise we would get bogged down in ridiculous details. A fireball should leave lingering burns. Being continually dropped to <10% of your maximum HP should result in the loss of digits or a limb after awhile. But this all gets glossed over for heroic gameplay, and I'm glad for it. I play "real life" every day and it's not all that awesome to fight the mortgage monster day in and day out... For the sake of argument, assume I (or you) has been trained with weapons every hour that you have actually spent in a classroom. If I (or you) tried to knock someone out in a real fight, there's a chance misfortune could kill them instead. The critical bits for a KO, like the head, are also critical bits for life. They will be well defended. Your (my) opponent could duck into a strike that was only meant to batter them, and get a knick across the throat. In any case, having (embarrassingly) been in several actual punch ups, people are bruised and really sore afterwards. A great sword to the side of the head could cut my ear off as well as leave permanent brain damage. To simply translate damage from lethal weapons swung in anger to "non-lethal" damage is simplistic. But so are HP, and we accept that for the sake of heroic action. 5e is about streamlined combat. So, maybe resistance to non-lethal damage is appropriate? :-) [/QUOTE]
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