Arch-Fiend
Explorer
Fair enough, but there still has to be a baseline default for the benefit of those who don't want to think about it any further (which is probably some DMs and most players).
The question then becomes one of what that baseline default should be, and whether the various descriptions and definitions then match what's intended.
well on the idea that there needs to be a baseline default, which i think youll find people disagreeing with, i would push forward the conclusion i made in my first post on this thread
very little about the mechanics of damage in D&D reinforce the idea of hitpoints in the game being an expression of avoiding death by avoiding body harm but rather expressions of the body avoiding death by being harmed less as hitpoints of a character increase. this creates a ludonarrative dissonance between what the game is telling players hitpoints represent and how they actually lose those hitpoints. furthermore reinforcing this ludonarrative dissonance is the system of avoiding damage all together in the armor class system and dexterity's impact on the game which implies a statistic that exists to avoid damage all together. the game does not require multiple narrative explanations for how a character avoids taking damage, especially where damage itself runs contrary to the narrative that the body is undamaged until its dead.
and i would pose hitpoints as a representation of supernatural durability to physically shrug off wounds that would slay lesser mortals as the best reflection of the complexity which is shown in the damage system of the game.
however the issue of setting a baseline (even though its already happened) is that it wont fit everyone's perspective on the game, it obviously doesn't fit mine but it also leads many people to go around telling others how their perspective on the game is incorrect. its a catch 20, either the game has a standard that fits its mechanics best, or it has no standard and those who just want to play a game RAW will be left in a sea of abstraction.