Celebrim
Legend
If you are agreeing with me, then why are you arguing with me?
Because I'm not agreeing with you obviously. I have no interest in proving or disproving whether hit points are realistic. I don't even consider it a very interesting or relevant question. No RPG system is realistic, and every attempt I've seen to create a 'realistic' system only ends up being less realistic in its narration in practice (see Dwarf fortress for an excellent example of engaging in design rituals to support realism that have outcomes that are wildly unrealistic, even though DF delves deeper into calculations that any table top RPG could support).
I do have a very big interest in discussing the rituals of play, fictional positioning and how they integrate with the rules, because that's what I see the original question as being primarily about.
So I need to back up I guess and make everything I'm talking about clear.
In D&D, practically everything consists of a single procedural loop that goes something like this. The DM introduces some fictional positioning, like "You are all in a tavern." or "You are standing at the entrance of a dark and gloomy cave.". The players can ask questions about this fictional positioning to make sure that what they are imagining matches what is in the DMs head, and at some point once they are satisfied that they understand the fictional positioning they make some proposition about what their character does. Quite often, this proposition is 'doubtful', meaning that it's not obvious whether the proposition succeeds or fails. The rules provide a detailed but incomplete guide to adjudicating the results of doubtful propositions that usually involves some sort of randomizer (dice) that dictates the fortunes of the player, and then the DM generally takes the lead in narrating new fictional positioning based on the results of the fortune rolls. The loop then repeats.
With me so far?
Problems can (and will) arise if this procedural loop is subtly skewed by a misunderstanding of some sort. In this case, one common misunderstanding is one which you are introducing in all of your examples. As far as you are concerned these examples prove that D&D isn't realistic. I could really care less about that question, as to me it feels like some retro throwback to the understanding of RPGs that belongs in the 1980s and ignores the last nearly 30 years of thought and discovery concerning how RPGs work. But I am concerned that your examples are misleading novice DMs or players regarding how to play D&D.
The problem with all of your examples is they assuming the narrative and the new fictional positioning BEFORE rolling the fortune dice. Having assumed the new fictional positioning you assert that the rules are unrealistic because they do not produce the outcome you have already assumed and dictated as the 'realistic' outcome. And that's wrong on just about every level, both as to whether it proves D&D is 'unrealistic' and as it pertains to how you play D&D.
Your first example was that of a high level fighter being attacked by a person with a great axe. Your argument was that if a 1st level fighter could realistically be killed by one blow of a great axe, then realistically no one should ever have more hit points than one has as a first level fighter. And to be frank, that's nonsense. That's because mechanically the rules say nothing about the fictional positioning of a great axe blow. The rules aren't interested in trying to generate that (in the way that say Role Master is interested in that). In the procedural cycle described above, it's the job of the DM to generate the fictional positioning of a great axe blow after consulting the fortune.
D&D has always been very clear about the fact that the hit points of a PC do not represent merely the ability to sustain a wound. The high level fighter has no more or only little more ability to sustain a wound than the low level fighter. The rules state that the blow of an axe deals say 1d12 damage. The DM then narrates some result as the outcome of sustaining 1d12 damage. But this goes entirely wrong if you first assume that an unarmored character has been struck a solid blow by axe and ONLY THEN roll to see how much damage has been taken. D&D does not work that way and is not intended to work that way. If you assume that an unarmored characters just stands there and receives solid blows by a great axe, and then complain that 1d12 damage in no way reflects the outcome of this fictional positioning then the appropriate answer is "Of course it doesn't. But you are very confused about how to play D&D."
The fictional positioning that D&D assumes is that a combat is taking place and someone is armed with a great axe and someone is trying to avoid being cloven in twain. The fortune rolls abstract out the details of this combat and generate an abstract result - the person trying to avoid being cloven in twain may or may not be struck by an axe and if they are they take 1d12 damage. But notice we have so far not said anything really about the fictional positioning with respect to the blow of the axe. The fictional positioning can only be constructed after we perform the fortune roll and inspect the results. The DM then provides fictional positioning that supports those results as dictated by that DM's setting's internal logic. That is to say, if 12 damage is rolled and this indicates the PC is not slain, the DM constructs whatever narration makes the fact that the PC was not slain plausible given the setting's tropes. For example if the PC had 95 hit points, and took 12 damage, the DM might say something like, "You leap back from the blow, but you aren't quite quick enough. With a deceptive lack of pain, the axe whizzes by leaving a long but shallow cut on your upper shoulder, as neat as if someone drew a razor across your chest" If on the other hand the PC had 14 hit points, the DM might say something like, "You duck under the first blow, but the back swing comes far faster than you expected. You try to regain your balance and leap out of the way, but its too late. The axe cleaves a huge gash on your right side, and possibly fractures a rib. You sway with the pain. Only your adrenaline is keeping you on your feet now, and another hit like that will probably be the last thing you ever feel." Or if the PC had 2 hit points, the rules dictate that the PC is now instantly dead, so the DM might narrate, "The axe comes around again. Were you completely healthy, you might have evaded it, but physically drained as you are you can only watch in horror as the axe passes below your chin. There is an instant of pain and then you know only blackness. Your friends see you've been almost completely decapitated, your body slumping to the ground in a great splash of blood which is partly slung onto nearby stone wall by the passage of the blade."
What you do not do, and what is not really supported by the rules is put this narration and fictional positioning first, and then make a fortune roll. For example, the game does not support, "The great axe hits you solidly in the chest.. You take 4 damage." That sounds ludicrous because it is, and Gygax is in his discussion of the meaning of hit points trying to explain why that is wrong. Of course, on the other hand, a DM is free to decide that hit points really are 100% ability to absorb damage, and in that case your game world has the trope that the PC's are literal superheroes whose hardened bodies can at least partially absorb the heavy blows of an axe. However, that world is not inherently or unavoidably the outcome of playing D&D by the rules, and indeed quite the contrary.
Note that all the different narrations and fictional outcomes pertained to 12 points of damage. That 12 damage represents nothing concrete. It's only a guideline for the DM to generate narrative that pertains to a particular context.
Similarly, you make the same mistake when you describe the fireball.
In your example of play you implicitly are imagining a fireball or a breath weapon as filling an area with a uniformly hot fire that uniformly effects and consumes everything within its area of effect. If that were the case, then a saving throw or the idea of dodging the fire would be ridiculous. The problem is that not only are you first narrating the outcome and then asking why the fortune roll doesn't support your arbitrarily chosen narrative, but there is every reason to believe that the rules do not support the picture that is in your head as to what a fireball looks like. Notice that for example, fireballs do a random amount of damage. This suggests that the flames of the fireball are not at all uniformly distributed, but are in some areas very hot and in some areas nearly absent. Likewise, the rules suggest you can take various actions to evade a fireball without moving a noticeable distance from where you are standing. This suggests the flames not only aren't uniformly distributed, but they may have directionality, and that even though the effect is 'instantaneous' for game purposes the event might simply occur over such a small fraction of a round that its duration is not meaningful for game purposes. In other words, I deny the picture you are imagining in your head has anything to do with the fireball of the game. Rather, fireball works in the game according to the procedural cycle I've described. A character makes the proposition, "I cast fireball". The game explains the mechanics of adjudicating the fortune of this this proposition. From the generated fortune, you create a narration that explains the fortune and the new fictional positioning. That is, a fireball is presumably some swirling ball of fire and those within it are variously effected by it according to the dictates of luck and their own skill at evading such things. Some characters might be burnt to a crisp. Others might only be singed. That is in and of itself not implausible. It only become implausible when you first erroneously assumed an outcome before testing the fortune.
This matters. This matters a lot. Because if you don't engage with D&D according to the way it tells you to engage with it, you are going to get really frustrated and have a bunch of problems that you could otherwise avoid.
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